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Religion in games

Personally, I find that the evil religions commit in video games is hard to believe. If I were to read in a newspaper that a cardinal was involved in drug dealing and trafficking, I would believe that. Also, if a major religious figurehead had to decide between either taking the action that best represents what his religion is supposed to stand for or the action that serves best to keep him in power and he chooses the latter, that wouldn't surprise me either. However, if I read that the pope is secretly worshiping Satan and is daily performing rituals that are supposed to call him into our world, I would be very skeptic. The type of evils religions commit in video games tend to be of the latter type.

Maybe this is just a consequence of video games scaling up threats to world destruction. Nevertheless, I find making a point about religions by making the religious leaders worship an evil demon just as valid as promoting love and friendship by creating an evil entity that feeds on negative emotions.

There's also the problem that the evil religion is often poorly foreshadowed. A good sign that the religion is evil is that it's big (often encompassing most of the world) and that you keep hearing how wonderful the religion, or a key figure in the religion, is. This isn't even supposed to be foreshadowing.

At this rate, an evil religion isn't useful as a plot twist. Very few will be surprised. It can still serve as a plot element, but I recommend against making it a plot twist.

The art of Dungeon making?

As a thieves hideout it looks about the right size. The cave has perspective issues though.

Basically, the cave is four tiles high at the leftmost section while it's only two tiles high elsewhere. You could say it's natural for a cave to have different heights at different places, but the transition doesn't work. Think about how high the roof has to be at different places and things will look weird.

Other than that, it looks great. It's has enough details to not look boring, but not so many it feels cluttered.

Teamwork: Skillsets for your party of 4 (or more)!

author=doomed2die
A skillset is useful in battle when it has skills which complete 1 or more of the following criteria:

I) It deals a lot of damage
II) It deals inhibiting status infliction
III) It reduces the damage you take
IV) It increases the damage you deal
V) It reduces the damage you've taken (Heals)
VI) It gets rid of inhibiting status inflictions

This is usually not true. In most games I've played, II, III and IV are useless or limited to occasional situations. For example, most RPGs have a sleep spell, but in only a few of them is said sleep spell appealing to use.

Even RPG Maker games usually have offensive move, healing, curative spells, stat up, stat down, status effects and all that. That's the easy part. The hard part is to make anything that doesn't heal or deal direct damage appealing or even useful. This spills over to synergies as well. Many RPGs has exactly what you recommended, different party member with different skills that are supposed to work together. However, despite all that, offense and heal ends up being the only skills worth using.

The Customer Is Always Right - Perception Of Designer & Player "Responsibilities" In Amateur & Commercial Video Games

Agree. Sometimes another player says the opposite of what I say. Most common example being the other player saying the game is balanced and I saying it's not.

How to create a chest WITHOUT using a switch

author=psy_wombats
...Or just get one of the many maker patches that allows up 2^8 switches.

2^8 is not much, especially if the maker doesn't have self switches.

How to create a chest WITHOUT using a switch

author=Jude
Maybe i am missing something, but won't the chest return to its original facing state when you reload the map?
That's also my impression.

If you need extra switches, you can free a lot of them with a creative use of variables.

Turn-Based...dead?

If the ATB is that fast, then you may just as well skip the charging bar and make it fully turnbased with the rule that faster characters get more turns. It's kind of like Final Fantasy X does. Of course, if the script you're using doesn't allow it, I can understand that. Waiting 1/6th of a second is almost nothing.

Which game was the biggest disappointement for you?

I avoid getting to hyped on a game. Still, White Knight Chronicles ended up disappointing me.

The first disappointment was the combat system. I did realize that this was to good to be true. The characters blocked and dodged in a way that would fail under a lot of conditions.

However, then came some gameplay videos from gamespot demonstrating the combat system. Those videos were very believable, you could even see things like AI characters getting stuck behind objects or staring blankly at nowhere while the controlled character was cutting an enemy open.

Well, in those videos you could see the main character use various combos on the enemies. They didn't look realistic in any way or shape, but it looked fun to use them. The problem is that in actuality, you don't fight that way. Normally you you just spam the same move over and over. When you built up enough AP, then you can use a combo, as opposed to always using combos like the videos showed. To this day I still don't know why they didn't let us use combos all the time and balance the game accordingly instead of making the combos some sort of supermove. Heck, it's not as if that game is balanced as it is anyway.

Combat also turned out to be slow. You attack and then you wait for maybe three seconds for a circle to fill up before you can attack again.

The other problem is the story. They said they would go for a simple and in many ways, old-fashioned, story. I approved of that since when it comes to story, I definitely think it's better to aim low and hit the mark than aiming high and miss. Well, they aimed low, but still missed by a mile. The story is not just simple, it's downright idiotic.

The Customer Is Always Right - Perception Of Designer & Player "Responsibilities" In Amateur & Commercial Video Games

author=Ephiam
But yeah, in terms of difficulty in RPG Maker games, they're either too easy, or too hard. Although I don't mind easy games if they're flashy and fun. =P

If you make a difficult game, the question is always how you overcome the challenge. In action oriented games you usually have the option of not getting hit. So, if a harder difficulty means enemies take twice as many hits and deal twice as much damage, you will beat it if you get hit only 1/4 as often or less.

There is however no guarantee that you even can overcome the challenge in an RPG with skill. I have seen RM games where almost all damage is mandatory or luck based, you can do little to nothing to mitigate it. If you can out-heal that damage, you do so and the game is to easy. If you cannot out-heal the damage and you can't blitz the boss either, then the game is to hard. So, RPGs without any significant strategic depth are either to hard or to easy.

Anyway, when it comes to feedback and taking feedback into account, I came to think of the Kingdom Hearts series. In the first Kingdom Hearts, people complained about the platforming. Then in Kingdom Hearts II, platforming was all but removed. This lead to people complaining about that instead. Later KH titles restored platforming. This leads me to believe that people who complained about the platforming wanted the platforming to be fixed, not removed.

You need to be very careful both when you give feedback and when you receive feedback. If you give feedback, make sure you're clear on what the problem is. If you receive feedback, be aware that not the problem is not always what the feedback implies it is.

The Customer Is Always Right - Perception Of Designer & Player "Responsibilities" In Amateur & Commercial Video Games

author=Max McGee
If I mention that I had trouble with 'Mechanic X' in 'Final Fantasy Game Y' the response is just as likely to be: "You suck at Final Fantasy, bro." Can't beat Sephiroth? Try playing better.

Imagine if I was trying to explain being unable to get past a boss battle in Eternal Paradise, on the other hand. Maybe I made an LT of it and posted it on RMN? I very much doubt that anyone would come back with "you suck at Eternal Paradise"...not even Ephiam. Instead, the consensus would most likely be: game's too hard, bro! Tone it down!

There are millions of people who has beaten Sephiroth, so we know that he's perfectly beatable. As for LTs, I have noticed that sometimes the LTer is playing the game really poorly. Maybe I should speak up when I see it?

To be frank, It's very rare that a commercial RPG made in the last ten years is particular difficult. If someone complains about a mandatory boss being to hard, it is usually so that the player is rather poor at the game. This does not necessarily hold true in RM games. I have seen a lot of people aiming towards making their game challenging, sometimes without giving the player the proper tools to overcome said challenges. So, often it actually is justified that you tell someone to get better when they can't get past a boss in a commercial RPG, while you tell the creator to tone it down in a RM game.