DFALCON'S PROFILE
DFalcon
2141
Software engineer and amateur game developer with a focus on challenging non-twitch gameplay. I set the bar for "challenging" pretty high.
Other major chunks of interest go toward reading, math and tabletop games of many stripes.
Other major chunks of interest go toward reading, math and tabletop games of many stripes.
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If we made the cooldown on getting onto the front page rather than on actually updating the download, it seems a lot of the concerns on both sides would be assuaged. I don't know how much of a complication this would be in site design.
Mixing RPG aspects into your RPG
Warrior, Hero, Pilgrim, Wizard. There's your DWIII party. Do you really spend the time leveling a Martial Artist or Merchant up to speed anytime you feel like changing things around a bit? (And by the time you can class change you might as well just go win the game anyway.)
I would agree that in many RPGs the operative challenge is "how do I best spend my resources in this dungeon". While that's not necessarily wrong, it stinks that the "how can I minimize what I spend to beat this fight" calculation that goes into that is so often so straightforward (in non-boss fights, at least).
I would agree that in many RPGs the operative challenge is "how do I best spend my resources in this dungeon". While that's not necessarily wrong, it stinks that the "how can I minimize what I spend to beat this fight" calculation that goes into that is so often so straightforward (in non-boss fights, at least).
rpgmaker.net needs your help!
How do Paypal subscriptions work? Does it ask you to renew yearly or just go on forever until it's canceled?
I don't seriously think I'd forget this was going on, but I probably haven't touched my Paypal account in 7-8 years, and I could see myself forgetting about it that long again.
I don't seriously think I'd forget this was going on, but I probably haven't touched my Paypal account in 7-8 years, and I could see myself forgetting about it that long again.
Mixing RPG aspects into your RPG
author=Crystalgate
What does RPG-style strategic depth mean? If you say FPS with a lot of strategic depth, I can make a mental picture of how it may look like, but is that what you mean?
I think the only thing potentially separating RPG-style from generic turn-based strategic depth is the concept that your principle actors are a few relatively non-disposable units. Otherwise, go wild - there are a lot of great turn-based mechanics to get inspiration from.
This Week in Blogs, week #14
The Lost Girls link is wrong, looks like it should be this.
Whatchu Workin' On? Tell us!
Didn't like how zone-of-control colors were being affected by the ground under them, so I put together a new Composite to grayscale the pixels under ZOC bars before the color gets drawn on.
Is grinding a flaw in rpgs?
Ok, I guess I can give a little better response than "lol grinding".
Players have perfectly natural tendencies to be rational, even somewhat on the risk-averse side of rational. Of course a player can try to go through a game, say, skipping every battle but boss battles, but that's usually not a decision he makes because he thinks it'd be most effective, it's a decision he makes because he's decided that's the game he'd rather play. Even in a single-player experience there's definite mental separation between the two, and it's especially harder to make a decision re: how low a level it's safe to be in a dungeon when you haven't seen the bottom of the dungeon yet.
Players can also like interactive toys. Nothing wrong with that. Who didn't fly around the world the first time they got an airship, after all?
So I wouldn't generally say that a player who is grinding is doing things "wrong". They're his choices.
But I would say that in many JRPGs especially, he's facing repetitive monster groups with static rewards and very little reason or need to vary his strategy after the first time he sees them. Even worse if he's staying within range of an inn. Spending time on this repetition is a minus he is willing to put up with in exchange for something else - whether that's knowing he won't die half an hour into the next dungeon, collecting 'em all, simply getting to the next plot scene (if he's mastered battles facing him earlier than the designer figured on), whatever. Or not willing, as the case may be; more often than not, at a certain point the player puts the game down and never picks it back up again.
It is the role of the game designer to minimize negative effects from that sort of repetition and difficulty mismatch. There are lots of possible ways to do that. Depending on the system, some of them can even involve fighting the same enemy group over and over.
Players have perfectly natural tendencies to be rational, even somewhat on the risk-averse side of rational. Of course a player can try to go through a game, say, skipping every battle but boss battles, but that's usually not a decision he makes because he thinks it'd be most effective, it's a decision he makes because he's decided that's the game he'd rather play. Even in a single-player experience there's definite mental separation between the two, and it's especially harder to make a decision re: how low a level it's safe to be in a dungeon when you haven't seen the bottom of the dungeon yet.
Players can also like interactive toys. Nothing wrong with that. Who didn't fly around the world the first time they got an airship, after all?
So I wouldn't generally say that a player who is grinding is doing things "wrong". They're his choices.
But I would say that in many JRPGs especially, he's facing repetitive monster groups with static rewards and very little reason or need to vary his strategy after the first time he sees them. Even worse if he's staying within range of an inn. Spending time on this repetition is a minus he is willing to put up with in exchange for something else - whether that's knowing he won't die half an hour into the next dungeon, collecting 'em all, simply getting to the next plot scene (if he's mastered battles facing him earlier than the designer figured on), whatever. Or not willing, as the case may be; more often than not, at a certain point the player puts the game down and never picks it back up again.
It is the role of the game designer to minimize negative effects from that sort of repetition and difficulty mismatch. There are lots of possible ways to do that. Depending on the system, some of them can even involve fighting the same enemy group over and over.
Is grinding a flaw in rpgs?
Thumbs up for difficulty levels!
I don't mind some escape valve for people to take if they're having trouble beating a boss, but grinding tends to be a pretty crappy one.
I don't mind some escape valve for people to take if they're having trouble beating a boss, but grinding tends to be a pretty crappy one.













