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Hard to Choose: Engaging Monster Parties 101

Yes. Most enemies have either good evasion or good defense. There are still a lot of exceptions though.

Hard to Choose: Engaging Monster Parties 101

It's hard to give a how description since I've found out you pretty much have to think it trough enemy for enemy, skill for skill. With that I don't mean you can't have any concepts that multiple enemies adhere to, but even if you do have those concepts, you still need to check every single enemy trough carefully. An idea which worked in one dungeon can suddenly stop working in another dungeon because something changed between those two dungeons, maybe a character got a skill that breaks the idea. You also need to check every skill you implement, if a single skill manages to obsolete three other skills, you just made a net loss of two skills as far as strategy goes.

Still, one concept I use for most games is that I make defense and evasion work against different enemies. Defense works well against enemies with high accuracy, but low attack, while evasion works well against the opposite. This comes into play when attacking and tanking. Then on top of that I throw buffs, debuffs and resource management. I get the feeling though that I have to make a game which I'll find easy since I know every strength and weakness of every enemy while the player won't.

Characters

The races seem wrong. Both Scar and Flora has the same parents, so they should be of the same race. Flora also can't be 1/10 elf, the backstory says that she's at least 1/4th elf and even if it didn't, it's not possible to be 1/10 of a lineage.

Looking at the backstory, they are both at least 1/4 elf and 1/4 dwarf. If Scar really is 1/8 goblin, then so is Flora. That leaves 3/8 that are unaccounted for. I would recommend you just write "hybrid" since their linage is so mixed.

I do like the idea of siblings that are a mix of at least four different races though.

The Hole

Well, I must say the world has an interesting backstory.

Edit: Dammit, check posting dates!

The myth of games as escapism

As far as I'm concerned, whether or not something is escapism depends on the mindset of whoever uses the medium, not on the medium itself. Basically, what the game is for is totally irrelevant in determining whether or not someone playing it is practicing a form of escapism. Of course, some games may be more "escapism friendly" than others, but that just determines the likelihood of any given player to be using it as escapism.

Legionwood: Tale Of The Two Swords

Cut scenes: how long is too long?

How long a cutscene can be depends on how much interest you already managed to gather from the player and how tolerant towards long cutscenes that player is. It's impossible to know that, so an estimation will have to do. Still, ask yourself this, is the game taking a lot of time explaining something the player most likely hasn't gotten interested in yet? For example, you shouldn't tell the backstory of a character the player doesn't care about.

So you say your game has strategy

As far as I'm concerned, if a player grind and then complain about the lack of challenge, it's his/her own fault. I put a large part of the exp in boss battles so that problems like getting lost and therefore fighting twice as much battles as you're expected to in a dungeon has a low impact, but other than that, I don't see it as my job to prevent a player from grinding.

So you say your game has strategy

author=Max McGee
People say they want this but in practice they COMPLETELY. FUCKING. HATE. IT.

Trust me on this one, bro. The best thing you can do if you want your game to be moderately popular is to make your game simple and easy, at least at the beginning. Otherwise, your game will make people feel stupid and they'll hate it. Be careful, though. If everyone hates you anyway, you can even get in trouble for your game being too easy!

Why would we just trust you? There's a low quantity of hard RPGs that aren't a grindfeast, so I don't know where you would get that from.

So you say your game has strategy

Let's try a boss design.

The boss has seven minions around it. The minions boosts it's defenses and if all seven minions are there, it's almost invincible. So to harm the boss, you want to first take down as many of it's minions as possible. However, if you kill a minion the boss re-summons them. First it will summon just one minion. The next turn it will summon two minions and so on. The process only resets once the boss spends a turn not having to summon minions.

The obvious strategy is to hurt every minion so that you can then take them all down in one turn, or even better, one action. However, you also want to be able to deal as much damage as you can while able to do so, so ideally you want to time it so that all offensive buffs are up and that the characters are healthy so you need to spend as little time as possible on healing. It's up to the player to figure out how to best accomplish all that.

Obviously, the minions have to deal very little damage compared to the boss since there's seven of them.