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What are you thinking about? (game development edition)
I'm thinking about my battle system and my character grow system, trying to find the sweet spot betwen "complex enough to be interesting", "simple enough that people will care" and "easy enough for me to implement that I won't finish it in the next iteration of the universe".
Chrono Trigger: Through The Rose-Tinted Specs
Fun fact: the era when you started playing video games is indisputably the best one ever.
Earlier games are kinda nice, sure, but you can't see the reason for all that hype.
Later games are horrible because evil soulless moneymaking developers which eat babies for breakfast only think about graphics and don't care about the story (because it's kinda sinful to think that the two things aren't exclusive and that better graphics could actually improve immersion into the story).
I started playing in the PS1 era (Final Fantasy 7 was my first RPG, so it's the best one ever and must be the best one ever for everybody). So, when I played Chrono Trigger I thought it was really nice, but I couldn't see the reason for all that hype.
Earlier games are kinda nice, sure, but you can't see the reason for all that hype.
Later games are horrible because evil soulless moneymaking developers which eat babies for breakfast only think about graphics and don't care about the story (because it's kinda sinful to think that the two things aren't exclusive and that better graphics could actually improve immersion into the story).
I started playing in the PS1 era (Final Fantasy 7 was my first RPG, so it's the best one ever and must be the best one ever for everybody). So, when I played Chrono Trigger I thought it was really nice, but I couldn't see the reason for all that hype.
Short games, yay or nay?
author=Despain
Conciseness and brevity are vital in writing—and they're vital in game design too. short games are usually more enjoyable because most of the time long games don't need to be as long as they are. Take a short game and pad it with 40 extra hours of mazes and backtracking and grinding; that's not a good thing.
A good game is as long as it needs to be and not any longer than that.
Still, it has to be as long as it needs to be.
I mean, sure, most RPGs tend to be on the "too long" side, but the genre is better suited to longer plots (I think RPGs are better compared to TV series than movies). If instead of padding the main plot with mazes, backtracking and grinding you padded it with subplots or fights that are actually interesting, I think you'd end up with a better product than if you didn't pad it at all. (I assumed you were talking about RPGs and not games in general, since you referenced grinding)
Still, with enough changes to the basic RPG's gameplay conventions, you can make some really good short games.
A new combat strategy (cutting off heads, making limbs useless)
The only thing I can say is that this is a big enough change that you'll probably have to design your battle system around it. It's not something that can be added to a standard battle system as an afterthought.
Stats are for Sissies: Alternatives to Traditional Growth Mechanics
If we define stats as "variables that determine the outcome of a character's actions", wouldn't traits still be stats (just boolean variables rather than numerical)? Same goes for the elemental affinities.
More than "removing stats", the ideas presented in this topic seem about "removing the standard levelling up system"; which is actually a much more interesting topic, if we're talking about RPGs.
And anyway, my opinion is that your choice should reflect your story:
Is your protagonist the typical inexperienced young boy who goes on a journey and becomes an hero? Numerical stats will be the most natural way to represent his gradual but enormous growth.
Is your protagonist a war veteran, already a strong warrior in the beginning, but that must overcome even stronger challenges? Probably a "trait system" like the one described by Craze in the opening post would feel more realistic (he's already a good warrior so he doesn't need to "increase his stats"; rather, he learns some new tricks).
More than "removing stats", the ideas presented in this topic seem about "removing the standard levelling up system"; which is actually a much more interesting topic, if we're talking about RPGs.
And anyway, my opinion is that your choice should reflect your story:
Is your protagonist the typical inexperienced young boy who goes on a journey and becomes an hero? Numerical stats will be the most natural way to represent his gradual but enormous growth.
Is your protagonist a war veteran, already a strong warrior in the beginning, but that must overcome even stronger challenges? Probably a "trait system" like the one described by Craze in the opening post would feel more realistic (he's already a good warrior so he doesn't need to "increase his stats"; rather, he learns some new tricks).
Whatchu Workin' On? Tell us!
I've just got over the part where I have 1000 ideas for my new project.
Now I'm at the part where I have to evaluate which ones I'll be reasonally able to implement alone. It's a sad part.
Meanwhile, I'm working on a sort of a teaser which introduces every major character; I hope it will help me get some feedback about them, which would be useful since they carry most of the narrative's weight.
Which brings me to characters sprites (good old days, when they were called charsets...), which are the thing I'm less skilled at doing but still want/have to do...
Now I'm at the part where I have to evaluate which ones I'll be reasonally able to implement alone. It's a sad part.
Meanwhile, I'm working on a sort of a teaser which introduces every major character; I hope it will help me get some feedback about them, which would be useful since they carry most of the narrative's weight.
Which brings me to characters sprites (good old days, when they were called charsets...), which are the thing I'm less skilled at doing but still want/have to do...
Answering the "are you a bot" question was more philosophically challenging than it should have been.
author=kentona
I am looking forward to reading your deconstruction of the bot/human paradigm! it should make for an interesting thesis. Welcome to RMN!
author=JosephSeraph
You seem like an interesting person. I'm anxious to see what's your line of thought on games. xD
You know, now I feel kinda bad saying that my game is a very lighthearted adventure, borderline affectionate parody of both traditional RPGs and shonen manga genre...
I made idea generators
"You are to visit an evil princess in a vibrant mansion north of the decaying trading post. This princess sells terrain magic of great value. At the trading post you will need to fight your way through while finding clues on where to go next. Along the way you will need to party with an enchanted merchant to get the influence you will need to complete the mission. Inside the vibrant mansion you will find a dark version of itself."
"Evil capitalist princess" is actually a really good villain concept.
"Evil capitalist princess" is actually a really good villain concept.
Wanna make a huge project ever, but cannot do it alone.
I don't think many people will even download and open that file...
I think you should provide some more information: from your post, I don't even understand what kind of game you're talking about, or what exactly you need.
If you really want people to help you with a "huge" project, you have to provide some proof that their efforts won't be wasted, and a good looking presentation of what you actually have done is the first step towards that.
I think you should provide some more information: from your post, I don't even understand what kind of game you're talking about, or what exactly you need.
If you really want people to help you with a "huge" project, you have to provide some proof that their efforts won't be wasted, and a good looking presentation of what you actually have done is the first step towards that.













