DESERTOPA'S PROFILE

Guardian Frontier
An RPG with classic-style gameplay and a non-classic premise, inspired by the history of exploration and colonialism of the 19th century.

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Since I'm involved in the game team anyway, I've sent my comments in a private message, to keep this stuff behind the scenes a bit longer.

Random or On map encounters?

I think it would also frustrate players who derive any enjoyment from a sense of progress over time, and discourage them from leveling up when they do have the opportunity, since they're going to lose the advantages soon anyway.

Random or On map encounters?

author=Magi
Players habitually avoiding battles means that there is something wrong with your system or the frequency of encounters. Assuming your battles are well designed and the players are adequately rewarded, they won't just flee from everything with every chance they get.

I'd like to think this was the case, but I know a fair number of players who I've watched play games where the combat is diverse and well balanced and offers plenty of reward, and they dodge enemies compulsively. And then they end up weak enough that they get stuck, and give up because they "don't like to grind." I'd think that they just preferred games which keep combat to minimal quantities, except I know they've played and beaten games with much larger amounts of combat, which didn't offer them easy means to avoid it. I think some people simply treat it as a default action. It reminds me of the first point from Ramshackin's post here. When I'm offered a free complete healing mechanism, I generally make extensive use of it even if I can get by without it, not because I don't like dealing with resource management challenges (I do,) but because it feels weird to deliberately not use it when I know I can. Some people appear to treat combat avoidance the same way.

What do you love/hate seeing in a game?

If you think writing isn't one of your strengths, I think you're selling yourself short. I don't think many people come up with good stories by aiming to make them grimdark or complicated though. Definitely every idea I ever came up with when I was thinking in terms of coming up with mature, complicated stories was pretty terrible. Not that those are bad things for a story to be, but coming up with a good story by trying to think of something complicated and mature is like trying to think of a good joke in response to "say something funny."

Random or On map encounters?

I don't mind either, but I think it's troublesome if on-map encounters are made too avoidable, because you get players who compulsively dodge fights, and then miss out on level progression and end up more and more committed to avoiding combat. I prefer if there's actual tension where you can try to avoid fights, but face a real risk of being worse off if you're caught than if you'd faced the enemy head-on.

What do you love/hate seeing in a game?

author=bulmabriefs144
I hate it when a game tries to do some kind of rush playthrough system like BOF Dragon Quarter. I mean, if Ryu had some incurable disease, this would make sense. But it just struck me as cheap enough that I never even wanted the game.



He kind of did though, in the context of the game. It wasn't exactly a disease, but there was definitely a strong in-game justification for him having such a strict time limit to deal with.

Of course, just because you can justify a design decision with in-story or thematic reasons, doesn't mean it's going to be enjoyable for players. BoF Dragon Quarter was kind of interesting (I played it enough to reach the 1/4 ranking without using a guide, so it's definitely not like I ragequit or anything,) but it's kind of frustrating and tedious in how it makes you run through the same content in unaltered form repeatedly to make progress, and like Final Fantasy XIII it's stripped down in ways that make it not very RPG-ish, and so not necessarily in line with what people who bought it out of appreciation for previous games in the series are looking for.

Making Healing Interesting with Multiple Healing Characters

This is kind of a break from the original topic, but I think it's worth considering the potential of a game without in-battle healing. It's such a convention of the genre that we might ignore the possibility of doing without it, but I think it opens up a lot of potentially interesting and mostly unexplored forms of combat tactics.

Writer's Block. How to beat it? Creating a story.

What's the specific idea then?

What do you love/hate seeing in a game?

author=Feldschlacht IV
author=Destertopa
I think Xenogears is a good example of a game with a lot of very good songs on its soundtrack, which uses those songs terribly
Yeah? I've never heard that particular opinion before. I'm very interested! Elaborate?

Well, there are some scenes which use the songs fairly effectively, basically for lack of an easy way to screw them up. If you have a long dialogue scene accompanied by a single song with no transitions which loops smoothly, then there isn't a lot of potential for outright disaster. But there are frequent occasions where scenes transition jarringly from one song to another, or where scenes are set to music which is poorly timed to the length of the scene and cuts out in odd places. The game has only one ordinary boss theme and one random encounter theme, and they both become tremendously overused, and often cut into other songs at odd times and in places where it doesn't fit the mood of the confrontation. There are some really powerful emotional pieces which are used in scenes which really fail to exercise them to their potential, like the first instance of the song Flight being used for Chu Chu's fight with Achtzenn, an embarrassing confrontation between a major arc villain with strong emotional ties to another member of the cast, and the game's Jar Jar Binks, whose entire involvement in the plot could and should have been excised. One Who Bares Fangs At God, one of my all-time favorite boss themes, is used for what's essentially a post-final-boss battle with practically no risk, in a rather obtuse scene where the player is likely to be uncertain exactly who they're being pitted against and why. The scene is too rushed-into for the music to have its proper impact. Overall, I got the impression that the director didn't really know when, where or how to use the soundtrack he had, and apparently the director himself holds largely the same opinion on his work from that time.

Writer's Block. How to beat it? Creating a story.

I find that a lot of my best ideas come from addressing places where I get stuck in planning by asking "what's the most obvious thing to happen?" Or the most obvious explanation behind elements which have already been set in stone. I find this tends to be more fruitful than thinking about what would be interesting. There's always an unlimited number of interesting ideas, but most of them won't mesh naturally with a particular story. If you have an interesting set of premises, the conclusion that follows naturally from them should be interesting as well.


author=Harbinger
Right now im trying to do something different, usually in my other stories I have 2 protagonist a guy and girl, there's good action, great villains and some romantic interest between the characters. This story will have 1 protagonist, no romantic interest and I can't think of anything for the villains. Basically im trying to do something different.


What do you know about your story so far? Does it have one protagonist and no romantic interest because your other stories have multiple protagonists and a romantic interest, and you wanted to do something that was different from that, or does it have one protagonist and no romantic interest because you have some specific idea which entails this setup?

I think before you nail down specifics of what you will or won't have in a game, it's important to have an idea of what you're trying to achieve with it, and why those elements should or shouldn't be part of it.