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Working around cliche? Writing discussion..

author=Solid89
How do you go about working around cliches? Do you specifically stop yourself to rewrite parts of your story if you think certain parts come off too 'cliche'? What do you consider main RPG cliches? What ones tend to put you off when playing an RPG, to the point you're just bored or not interested in where the story goes from there?
First of, I try to make the make sense. The actions of the heroes, the motive of the villain and a lot of other things have to make sense. If I manage to write a story that makes sense, then hopefully players will try to predict what will happen next based on what makes sense rather than on writing conventions. I don't know if I'll be able to pull that off, but it's worth a try.

This is also what I think you should do, write what makes sense, not what you have already seen before. If those two coincides, then that's OK.

I do not concern myself to much if it's a cliché as long as it makes sense. However, it has happened that I've realized it's far to easy to predict an upcoming plot twist due to similar plot twists already been present elsewhere. In those cases I will modify my story a bit to make the plot twist less obvious.

Whatchu Workin' On? Tell us!

I've finished the first combat area and did some town stuff. After designing the town, I only added the NPCs needed to progress to the combat area and then put the rest of the town on hold. Now it's time to fill the town with NPCs and other events.

Ability Progression, plus new media:

I've seen screen-shots of Marcus fighting three enemies simultaneously. That sounds to me like a 12 * brave modifier fury generation as long as all three uses physical attacks. I guess it's all right though since you can't store fury between battles.

Anyway, now that I know TriSlash generates three fury, it does look rather powerful to me. Three times 75 compared to say Smash which does 150 one time. Or is there a "useless against high defense enemies since it's multiple weak hits" clause going on?

Fury by using skills sounds much better to me than Fury by being attacked. Being attacked should IMO be a bad thing and I don't like mechanics which rewards players for having bad things happen to their characters.

In any case, I'm really looking forward towards playing this game.

Ability Progression, plus new media:

I have a question about Parry and rage in general. Is there anything in the game that discourages the player from using Parry over and over in order to farm rage?

Turn Based-ABS?

There are plenty of turn based systems that allows faster characters to get more turns than slower characters without having a bar that slowly goes up, FFX among others. You don't need a bar for that, the game can just calculate who's turn it's next and instantly bring that character's turn up rather than waiting for a bar to fill up.

Let's assume the thief gets the first turn and the fighter the second. With an ATB, once the thief carried out his command, chance is the bar has filled up for the fighter and you can now enter the command for him. However, if the game pauses as soon as the thief gets his turn, the bar for the fighter will stop. Then once the thief is done, the player has to wait for the fighter's bar to fill up before he can do anything.

Story Idea

Won't people just see how the fog affects them? For example, if the fog comes and the rate of homicide triples, you will notice that the fog causes people to commit homicide. Or has the fog been there long enough so that people no longer know how things were without the fog around?

Turn Based-ABS?

If the bar stops as soon as it's someone's turn, why even have the bar and not instead go Final Fantasy X's route? All the bar does is to add a wait for the player.

Anyway, I would not consider it an ABS. I would not consider ATB an ABS either however. As for whether or not it's a good idea to add a wait option, I'd say yes, but consider that the bar now has very little purpose.

Titles

I would suggest against titles that gives the reader a false impression or steer their thoughts away from your game. Your game may have nothing to do with the adventure game Kings Quest, but that doesn't mean someone playing it won't start looking at the game the wrong way.

I remember someone giving his game the title "Art of War". This lead to people wondering if the game really has anything to do with Sun Tsu. It turned out the author didn't even know who that guy was. The problem is, even if I now know the game has nothing to do with Sun Tsu, I can't just forget about what I know about him. Anytime anyone in that game makes a decision in a war situation that goes against the teaching in Art of War, I will notice that regardless of whether or not I'm trying.

I haven't actually played Kings Quest, I just know what it is, so the title Kings Quest means rather little to me. However, someone who has played that game may, intentionally or not, have expectations of the game he wouldn't have had otherwise. I would have avoided it if I was you.

What does it mean for a game to be an RPG?

author=prexus
The reason the discussion of "What is an RPG?" comes up so often in recent years, as opposed to "What is an adventure game?" or "What is a simulation game?" is because of this. Developers realized that the element of RPGs that was common throughout, was easily applied to any genre. Racing games with car improvement and customization. Shooters with leveling up and customizable load-outs. It is a flavor, much like Ketchup or Maple Syrup. It's not really a meal on its own (unless you are Canadian) but can be added to almost any meal to make it even more delicious.

Also, the other genres actually have names that tells you what they are about. Platform games have you jump on platforms, First Person Shooters have you shoot things in first person mode and so on. RPGs however, don't have you roleplay, or at least most don't.

Ability Progression, plus new media:

This looks really fun. There seems to be a lot of possible strategies despite you controlling only one character.

If I understood the combat system right, you need to go 4/4/4 to get access to all finishers as early as possible. If so, that's definitely the first goal for the first playtrough.