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

I do not buy the argument that you play the role of Mario. The definition I found is in line of "...acting out or performance of a particular role..." and I don't call pressing a button to jump as acting out or performing. Going a step further, I do not think you're playing the role of Cloud in FF VII either, the game itself does the majority of acting out and performing. Even ignoring dictionaries, my impression of role playing is that you need to do the role playing, not just direct the character to a trigger where then the game will act out the character's personality.

However, video RPGs have never been about role playing. Personally, I identify elements common in most RPGs as RPG elements. The more RPG elements a game has, the more likely I am to identify it as an RPG. I do some exception, like I don't identify "medieval setting" as an RPG element despite it being present in most RPGs. Otherwise, this is basically it.

My game design brain dump thread

How does that description differ from the standard HP system? Let's assume a warrior with 4,000 HP. He encounters a kitchen girl who does 5 points of damage with a fruit knife. If he has already taken 3,999 points of damage, that knife stab will kill him.

I can see how the system may differ though. For example, you could make it so that a character is KOed if he/she takes takes damage equal to 40% multiplied with the damage already taken. So if the character has only taken 50% HP, an attack has to deal 80% damage on one go for a KO while if the character has taken 200% damage already, a 20% attack would be enough. Or you could achieve the difference in another way. In any case, you're not really expressing it.

Methods of garnering inspiration

I think we have different ways to get inspired and I suspect that hearing from other doesn't help much. Still, I try to describe my techniques.

How I get inspired varies greatly depending on whether it's for starting a new project or continuing working on one already started.

Usually, inspiration for a new project just comes automatically. I do however also have a method I can use to help getting idea. I simple make a wish-list. That wish-list usually consist of elements described by one or two words only, such as "exploration based" or whatever.

If I have a difficulty working on a project, I've found that the best source of inspiration is other games that contains elements I want to incorporate into my project. Let's say that I want to make an exploration based game. In that case, playing another game that has a great focus on exploration is good for inspiration while games that are mostly straight paths are not. Simple as that.

Micro vs. Macro Customization

I don't care about the number of options, I only care about the number of viable options. Trim away all obviously subpar options and what's left is what counts.

Include at most as many options as you're capable of handling. More options can actually make things less strategic. If one skill obsoletes three others, you just made a net loss of two skills. The same goes for equipment and any other aspect you may customize.

However, I prefer a variation when it comes to customization. I want there to at least be a question of what equipment I should give my characters. Even if you have a knight type character who's role is to both have good physical defense and deal good physical damage, that doesn't mean only one type of weapon and armor has to be viable at any point of the game. Other than that though, I have nothing against characters with predetermined roles. I don't mind being able to design my own roles either. The beauty of playing different games is that you get different experiences.

Share unused game ideas

The thematic differences may break it, but it's definitely something to think about.

Double topic debate: 1.Team projects? & 2. Custom battle system idea

Between three characters, the player has 30 slots. Using three slots for Fire is not that much. Granted, if the Fire, Fira, Flame Slash combo does comparable damage with the Firaga combo, the player may go with that one instead since it yields more flexibility.

Anyway, your system does not naturally lead to more strategy. It's up to you making it so that it does.

Share unused game ideas

I had the idea for an underwater RPG. I actually would like to make that game, but artwork is my weakest aspect and that just happens to be what's in greatest demand in an underwater RPG.

Let's start with exploration. Since it's underwater, you're not bound to one high. To simplify, there's two levels you can swim at, near the bottom, and higher up.

Near the bottom is where you interact with objects laying there. You also can't pass trough those objects since you're at their level. Most NPCs will also live there and you need to be there to talk with them. Higher up is basically as high up as needed to swim over barriers which doesn't stretch to the surface. This high gives you relative unimpaired mobility, but you can't interact with most objects and if stealth is needed, you will be seen. More heights can be added to sections where it's relevant, but normally the above mentioned two heights are enough.

I want magic to exclusively manipulate water. For example, you can create water whirls which spins enemies around and thereby disables them or you can extract all air from a sphere around an enemy. Mostly magic will disable or weaken enemies, not that unlike biotics in the first Mass Effect. However, unlike Mass Effect biotics, I want there to be an actual defense against it.

Double topic debate: 1.Team projects? & 2. Custom battle system idea

author=LockeZ
If you're not recovering stamina after every battle, disregard the above, I guess.

Actually, he has to make it so that you recover stamina after every battle. Since you recover stamina every round, not refilling it after every battle just leads to the good old "leave one enemy alive and then defend" strategy (also see almost every VX game that allows you to recover SP by defending.)

Anyway, another caveat is that this system puts more pressure on making battles actually fun. Since the characters execute three actions per turn, it will take more time to resolve a turn. Forming different strings has to be meaningful. If it's as simple as "fire weakness = input fire + fire + fire," you may as well save the player some time and just give them one action to input firaga into.

Does a game's download size matters to you?

I have not yet encountered any game who's file-size was to big. I don't think I'd be so fond of hours long downloads though.

Whatchu Workin' On? Tell us!

I finished the main work of the encounter system. Any small adjustments can now be made quickly.