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Fundamental RPGology Thread

The rule manipulation idea requires that different situations occurs where different rule manipulations are useful. In the Divinity: Original Sin example, the trick with creating electrified mist would quickly lose it's novelty if it were useful and usable in every single fight. Generally, manipulating rules must interact with the action of the enemies and not only with the player. Rule manipulating that interact with player actions only leads to the player just repeating the same rule manipulation for every battle.

Fundamental RPGology Thread

rosesarecrimson's Queen of the Ring: I got no explanation to what the different states you could inflict does and had no idea what the different moves does other than some being more effective than others. I ended up winning by using nothing but hook. If this system even has tactics to it, I didn't discover any.

Treason89's 3xT: The elemental system has the most potential in my mind. One advantage it has is that it affects defense while you're using offensive skills. If you expand the system and increase the number of available vanilla and unleash skills, you may have a system that requires planning. One problem I noticed though is that either the enemies have a balanced lineup, in which case the choice of elements doesn't matter, or they are stronger in certain elements and the right choice is obvious. Perhaps having enemies that can switch elemental property like the player would work better?

The DoT system doesn't look like it could work in a varied amount of battles. It's also not believable in the sense that it's hard to imagine the different formulas as actual combat moves. I can imagine a wizard throwing a fireball on a monster, but I can't imagine a warrior having one move that does linear damage, one that does exponential, one that does logarithmic and so on.

The light and lenses system also look limited to very specific situations and doesn't seem useful in a full game. It also has the added problem that you need two commands to take one single action, although your choice of lenses also seem to have defensive applications as well, so I guess it's two commands for one action and one reaction. Finally, while more a problem of implementation that the system itself, it was very unclear what was going on. I'll elaborate upon request.

LouisCyphre's Essence Enforcer: It seemed to lack a graphic file even after I overwrote the graphics folder with whatever I was supposed to overwrite it with. Sadly, I did not get it to work.

Fundamental RPGology Thread

Cap_H's Mace Blue Arena: This looked more like a joke than a serious entry. That or it's an experiment in how basic you can go. If it's the latter, it's too basic to do anything with.

Marrend's Oracle of Askigaga Duel test: Works as a minigame type of battle, but not as a main mean of combat, just like Suikoden handles it. There's no room for depth, either battles are random or the player is guaranteed to pick the right choice. It's also an unbalanced rock, paper and scissors type of system, defense is clearly the strongest option. You take half damage if you lose and deal twice if you win, or something like that.

In general, a rock, paper and scissors type of system is only meaningful if there a way to coerce the enemies into choosing or not choosing a certain type of option and doing so is a challenge. Alternatively, matching choices by itself is a challenge such as a tactical battle system where you may need clever positioning to be able to both hit the enemies with advantageous units and stop them from doing the same to you. Either way, by itself rock, paper and scissors doesn't leave any room for depth.

NeverSilent's The Campaign: I can see the idea working. I didn't go far, the game crashed and I didn't try again, but from what I've seen, the idea seems viable.

I would drop the whole "everyone has their unique system for determining what skills are available" idea. It's added complexity with no added yield in depth. One or two well thought trough different resource systems is better than five half assed ones. The idea with three front row characters fighting one on one with the enemies and two support looks really flexible though. The main advantage it has over the vanilla JRPG battle is that since you can't single out enemies one after another, you have to in a greater extent actually deal with the threat they poses. That and the no easy healing. I can see a lot of potential from it.

If you were to make a full game out of it, then either battles need to be shorter or you need to make sure it's very reactive. The latter means that even if you're fighting the same set of enemies round six as you did the previous five rounds, you are forced to react to different threats since the enemies choose different actions. Pulling something like that off does seem easier with your battle system than the vanilla JRPG battle system.

Relationships in Games: Doing things differently?

author=unity
I guess what this basically boils down to is: Can someone remove the whole sense of 'winning' or 'losing' from the equation of in-game relationships and still make it fun for players?

That should not be a problem. There's no guarantee that I even want the hero to hook up with the person in question. If nothing else, I'd prefer if not hooking up is a choice rather than a failure state or it means the interaction with the other person simple grinds to a halt.

Choices where one gives me 3 points towards the relationship and the other 4 points are useless, there's no reason to pick the former one. Just make them not matter other than giving different dialogs so I can pick whichever I want. Giving different dialogs has a point, albeit a minor one, letting the player do an obvious suboptimal choice does not. Two choices where one puts an end to the relationship while the other continues it are more meaningful, especially if it's put at a point where a reason to discontinue the relationship has emerged. There's always the chance that I simple don't want the main character to hook up with the person in question.

I don't think however that multiple choices need to necessarily alter the outcome to be meaningful. Even if two choices leads to a romantic relationship, I'd still consider them meaningful if the way the whole forming the relationship plays out changes.

Fundamental RPGology Thread

I've given a few entries a go. There's some interesting ideas here.

AegixDrakan's Delusions of Duty: It's a very good entry on it's own. It better captured the feeling of two (fictional) swordsmen fighting each other than any other turn based system I've seen. I am however questioning the flexibility of this system. Can you use it to create multiple different battles? Will it amount to more than finding a strong order of skills and trying to repeat them as often as possible? Is there also a good way to scale the number of skills down and then gradually unlocking more and more as the game goes on so to not overwhelm the player?

azalathemad's entry: So far the one who shows the most depth. It's a simple idea with many possible options. I can't tell for certain, but I think you could get it to work with many different setup of friendly and hostile monsters. I also think it's possible to create battles with multiple different strategies. It's all speculation though.

caparo's entry: Many different options, but I felt it just boiled down to finding whatever causes the most damage. You have a huge skill list, but very little depth.

Cap_H's Mace Blue Arena: Clicking the link gave me only jargon. 7z��'����'�u�����%�������!]�+�����x�����/!@qz_s�~�W��$�ї��Gx�bOCv��ď�p�F$м���?���/I��jn$���

Karin's soulkeeper's entry: I'm not a big fan of clicking wait until cooldowns goes down. The skill selection also seems too small. You win or lose entirely based on what you do between the battles, once a battle starts, the best tactic is obvious. I'm thinking that the cooldown system may have worked better with a bigger skill pool and multiple party members.

I think I'll cover the other entries later.

Master of the Wind Review

Let's assume that until/unless told otherwise, the reasons behind this review is that he downloaded the game thinking he would enjoy it, didn't enjoy it and then decided to give his opinions.

Anyway, I do agree with the sentiment that the reviewer is misunderstanding the game. When the characters are "preaching", they don't "turn" into jerks or anything else. Nor are they abandoning their character to speak the author's opinion. It's part of what they are. Cade also does eventually learn that he sometimes gets too talky-talky.

Treasure Chests: Set loot or loot token?

Why not give a piece of equipment that's not available until the next town? That's the easiest way to ensure it will be useful.

As for the question asked, the problem with letting the player choose is that it makes no sense. It also makes them sameish although that's certainly not worse than useless loot.

Lost Story (HD) Remastered!

I'm curious about what you intend to do with the battle system. As for the art style, the screen-shots look great, but I don't get the impression that the environments you've shown will be fun to actually traverse trough.

Would you play a game with HORRIFIC art if the story is REALLY Good?

I have no problem with games with low tech graphics, like earlier Ultima games, but I can't stand it if the visuals are actually bad. Basically, I tolerate bad graphics, but not bad visuals.

Story vs Combat Mode

Less encounters combined with stronger enemies would make the game even harder since you get less exp, unless less encounters also gives out more exp per encounter to compensate. On the other hand, even harder may be what people who prefer less, but stronger encounters, want.

Either way, being able to customize your difficulty sounds like a great idea.