DESERTOPA'S PROFILE
Desertopa
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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.
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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Good Idea? Bad Idea?
Well, if the player has had no need to grind for the entire game so far, and is suddenly encouraged to do so at the end of the game, I think it would be liable to mess with the pacing. Also, unless there's a clear in-story reason for this monster machine to be there, it may hurt the player's sense of immersion. Even if there is an in-story reason, if it's not sufficiently compelling, it might smack too strongly of contrivance.
For the NPC who counts battles and rewards you, I think it does have the potential to make players who don't want to grind feel like they're missing out. In general, I think it's better not to offer rewards for the player doing something they won't enjoy, because a lot of players will do stuff for the reward, but it won't make it fun.
Some players do like to grind (I'm one of them, I find it relaxing, and like knowing I'm ahead of the level the game expects me to be at,) but most probably don't, so if you're going to find a way to accommodate the ones who do, it's probably better to find a way where the rest don't feel pushed into it.
For the NPC who counts battles and rewards you, I think it does have the potential to make players who don't want to grind feel like they're missing out. In general, I think it's better not to offer rewards for the player doing something they won't enjoy, because a lot of players will do stuff for the reward, but it won't make it fun.
Some players do like to grind (I'm one of them, I find it relaxing, and like knowing I'm ahead of the level the game expects me to be at,) but most probably don't, so if you're going to find a way to accommodate the ones who do, it's probably better to find a way where the rest don't feel pushed into it.
New Game+ and how to make it fun.
I feel like if you don't get any enjoyment out of playing a game without the combat challenge, you're probably going to want something other than a New Game+. Some people appreciate the cathartic effect of being able to stomp on the bosses for a change instead of being an underdog.
One situation where I feel like New Game+es are most worthwhile is when you get some particularly useful skills or equipment right near the end of the game. In the original playthrough, there's almost no opportunity to experience it to its full potential, but the New Game+ lets you go back and get some real use out of it.
The originals Baldur's Gate games didn't have a conventional New Game+ system, but they had character importation which allowed you to send an endgame main character back to the beginning of the game, and, with a bit of tweaking, keep your equipment. I thought this was great, because the game is designed to limit your party's strength relative to your enemies, and a lot of your combat effectiveness comes from your equipment, but a lot of the best equipment only becomes available near the end of the game, so I think it can be fun to experience what the game would have been like if you'd had access to it from the beginning. Some people argue that if you're going to do this, you might as well just hack the game to beef up your stats and give yourself all the best equipment, but I never felt that way. I enjoyed using the powers and items I had gone out of my way to earn in a context where they weren't just allowing me to keep pace with the opposition. I feel like sometimes it's nice to be challenged, and sometimes it's nice to cruise while watching just how much your strength has escalated since you first started.
I was really put out when the Enhanced Edition version of the Baldur's Gate games took away the mechanism for keeping your equipment with an imported character, since I am resolute that it wasn't a bug. It wasn't something anyone would have stumbled on without taking advantage of it deliberately. Even if unintentional, it was definitely a feature.
One situation where I feel like New Game+es are most worthwhile is when you get some particularly useful skills or equipment right near the end of the game. In the original playthrough, there's almost no opportunity to experience it to its full potential, but the New Game+ lets you go back and get some real use out of it.
The originals Baldur's Gate games didn't have a conventional New Game+ system, but they had character importation which allowed you to send an endgame main character back to the beginning of the game, and, with a bit of tweaking, keep your equipment. I thought this was great, because the game is designed to limit your party's strength relative to your enemies, and a lot of your combat effectiveness comes from your equipment, but a lot of the best equipment only becomes available near the end of the game, so I think it can be fun to experience what the game would have been like if you'd had access to it from the beginning. Some people argue that if you're going to do this, you might as well just hack the game to beef up your stats and give yourself all the best equipment, but I never felt that way. I enjoyed using the powers and items I had gone out of my way to earn in a context where they weren't just allowing me to keep pace with the opposition. I feel like sometimes it's nice to be challenged, and sometimes it's nice to cruise while watching just how much your strength has escalated since you first started.
I was really put out when the Enhanced Edition version of the Baldur's Gate games took away the mechanism for keeping your equipment with an imported character, since I am resolute that it wasn't a bug. It wasn't something anyone would have stumbled on without taking advantage of it deliberately. Even if unintentional, it was definitely a feature.
Good Unlockable Bonuses
author=Darkflamewolf
I have a trophy achievement system in Amulet of Fate and how it works is quite similar to most other achievement systems. (steal this many times, run away this many times, defeat this many battles and sometimes quest related: find all treasure maps, etc.) But the real reward is completing all trophies. For that you get a Golden Ticket which you take to the hidden merchant somewhere in the game and he'll take your ticket and allow you to buy all the super rare stuff in the game (the items/weapons/armor/spells where there is only 1 of in the entire game, period) and buy them cheaply at 2 gil a piece. NOW THAT'S A REWARD!
I would be careful that, first, you don't require the player to do anything really obnoxious to get the achievements. If a bunch of the achievements require some kind of tedious activity, then the real reward requires the player to do all the tedious things. Second, there shouldn't be any requirements that are obscure or unintuitive. Some of the players are probably going to want all the achievements whether they know there's a reward or not, but the last thing you want is to send them flailing around randomly trying to get those last few achievements. If there's anything worse than engaging in tedious activities for an achievement, it's engaging in tedious activities for the hope of an achievement without knowing where the endpoint is or if it even exists. Third, make sure that the reward isn't something that would be useful if not for the fact that the player had to accomplish so much to get it that they don't need it anymore.
Your opinions on a idea of mine
It sounds like an interesting premise that could be done well, but be careful to consider players' loss aversion. More options don't always make people happier; people don't like missing out on things, and if they're given too many viable choices (such as too many tempting options on a menu,) they actually tend to be less satisfied with their choices. Intuitively, you might expect that a person would be happier with the best choice out of 40 than the best choice out of 4, but it seems we can't help thinking in terms of getting the rewards of one selection while missing the rewards from the others, and missing 39 options feels worse than missing 3. You want to strike a balance where your players don't feel too badly torn by the options available to them, or the degree of choice will start to become a burden.
Good Unlockable Bonuses
This brings to mind the discussion on Achievements which was going on around the time I first joined this board. Some people really dislike them (myself included, and my participation probably had a lot to do with that discussion getting so heated,) but I think the advice LockeZ gave at the time was pretty good, so I'll bring it up again since he hasn't already.
The sort of things you want to give your players awards for are things that they would already have found interesting and worthwhile challenges anyway. Getting the best weapon in the game is a goal that will be fun for a lot of players. Getting a copy of every weapon in the game in your inventory is a bizarre and tedious goal that hardly any of your players would willingly challenge themselves with. Don't ask them to do the second one. Completionists might feel compelled to do it for the reward, but it won't make it fun.
Also I think it's better to avoid mutually exclusive achievements unless you're already giving the player plenty of other reasons to replay the game. A few achievements probably aren't going to be adequate reason on their own to replay the game, and a lot of people will be annoyed knowing there are achievements they're forced to pass up.
The sort of things you want to give your players awards for are things that they would already have found interesting and worthwhile challenges anyway. Getting the best weapon in the game is a goal that will be fun for a lot of players. Getting a copy of every weapon in the game in your inventory is a bizarre and tedious goal that hardly any of your players would willingly challenge themselves with. Don't ask them to do the second one. Completionists might feel compelled to do it for the reward, but it won't make it fun.
Also I think it's better to avoid mutually exclusive achievements unless you're already giving the player plenty of other reasons to replay the game. A few achievements probably aren't going to be adequate reason on their own to replay the game, and a lot of people will be annoyed knowing there are achievements they're forced to pass up.
Some analysis on Earthbound's opening
author=Liberty
Compared to II, the best in the series (rank is basically II, I/V, III and so forth as agreed by most fans), where the story starts with a bang and only gets better as it goes... well, I have to say that while I love both games, II really hits all the best notes - it starts strong and just builds stronger and stronger.
Literally, the first scene is your whole youth brigade company getting slaughtered on a routine trip and the reveal that the big bad is the Prince of your country and your Captain was in on it. That's the very first 10 minutes of the game. And it gets better. It has it's slow points but it does the hit hard and fast very well.
II, I/IV, III? Really? I thought IV was almost universally considered the butt monkey of the series, far below the others.
Personally, I favor III over II, although I'm probably somewhat biased having played II many years after III after having heard so many discussions of what was so good about it that it would have been hard for the execution to live up to what I imagined. In some bits, like
Jowy poisoning the king with his own blood
Chronicles of Tsufanubra
Okay, I just watched the Let's Play for the first time, kind of nervous about that. I have to say I was kind of embarrassed that the first thing about the writing you mentioned was the improper use of semicolons. I actually do use them quite a bit in my own writing, and I know some people just have a kneejerk negative reaction to them since it's one of those fiddly punctuation marks that never really becomes intuitive for a lot of people. But you're right that the semicolon usage in the opening is inappropriate, and I immediately went to check and see if I'd left those as typos in my script revisions, but they aren't actually in the document I've got on my computer.
I think you're right that the pacing in the beginning of the game is kind of rushed, and the transition in the opening is very abrupt. Personally, I think that the pacing evens out quite a bit as the game progresses, but the opening is really critical as far as first impressions go, and I think a transitional sequence between the prologue and present-day opening would smooth things somewhat. When it comes to the revelations about the core plot, they do come in at a kind of crunched pace at the beginning, but considering that the initial setup is an intentional homage to old school RPGs, I suspect that players would end up feeling sold a bit short if they had to go through a lot of lead-up to the revelations which aren't at all unexpected. There are plot elements to come which aren't as obvious to players with a bit of genre savvy, which the narrative isn't so quick to spill out, so I hope the game holds your interest long enough for those.
In my opinion, the scenes also get more interesting later on as more characters are introduced, since Celes and her grandfather are kind of Straight Men of the cast, and the dynamic improves when they have other people to play off of them.
I think you're right that the pacing in the beginning of the game is kind of rushed, and the transition in the opening is very abrupt. Personally, I think that the pacing evens out quite a bit as the game progresses, but the opening is really critical as far as first impressions go, and I think a transitional sequence between the prologue and present-day opening would smooth things somewhat. When it comes to the revelations about the core plot, they do come in at a kind of crunched pace at the beginning, but considering that the initial setup is an intentional homage to old school RPGs, I suspect that players would end up feeling sold a bit short if they had to go through a lot of lead-up to the revelations which aren't at all unexpected. There are plot elements to come which aren't as obvious to players with a bit of genre savvy, which the narrative isn't so quick to spill out, so I hope the game holds your interest long enough for those.
In my opinion, the scenes also get more interesting later on as more characters are introduced, since Celes and her grandfather are kind of Straight Men of the cast, and the dynamic improves when they have other people to play off of them.
Logomancer Update needs your help (and already has it)!
I have mixed feelings about leaving in the combat exploits. On the one hand, in games that offer game breaking exploits, I generally use them. On the other hand, in games that offer game breaking exploits, I generally use them. It can be fun and cathartic to smash through opposition which was intended to be challenging, but sometimes it gets tedious, and I still end up doing it anyway, because once I've noticed it, passing up the exploit feels like deliberate self-handicapping. At least in the case of the infinite attack power exploit I discussed on the game page, that one doesn't become practical (within means I discovered) until near the end of the game, so I didn't end up locking myself out of most of the challenging combat in the game, which probably made for a good compromise.
[Poll] Would it be sexist to have different starting stats based on your character's selected gender?
author=Sooz
A lot of the protests I'm seeing here against dateable bi characters in games boil down to "they suck when they're badly written," which doesn't seem to be a problem inherent to dateable bi characters.
Since I think I'm probably being included here as one of the people supposedly protesting against dateable bi characters, I'd clarify that my issue is with writing dateable characters who have a single romance which doesn't differ, or differs only trivially, depending on whether the protagonist who's dating them is male or female. I think a relationship that glosses over the nuances of difference in how people relate to a partner depending on their gender is almost inevitably going to be weakened. So to solve my issues with dating a character who will date either a male or female PC, it would be practically a necessity to write two romances, rather than just one good one, because I think trying to write one romance which fits both scenarios will tend to make it less good.
Personally, I have no issue with writing dateable bi characters, but I prefer to write narratives where the PC is a distinct character rather than a blank slate, so the issue of how NPCs respond to different versions of the PC simply doesn't come up.
[Poll] Would it be sexist to have different starting stats based on your character's selected gender?
author=unity
Also, realistically, many bisexual people are on a scale of how likable they find either gender (for example I find females more attractive than males, overall), so it only makes sense that people who like both genders would have different ways of speaking to a mate of one gender over the other. This means twice the work for the developer, but I think it would work fine.
Again, I admit that my "make everyone bi, dammit" mindset is extreme, but having some bisexual characters in games would certainly be welcome :D
Given a cast of any significant size and level of development, I'm almost certainly going to make some characters bi whether you have any option to select your PC's gender or not, because elements like this can still significantly affect how characters relate to each other. I'm not going to be planning out every nuance of character interaction in advance from the beginning of the game, so it's not like I always know from the outset whether, say, the fact that a character is bisexual, or that they like to read fairy tales, is just going to be a random tidbit that informs how I think about them as a writer, or if it's going to manifest as a notable trait in the game.
In one game which I'll hopefully get around to actually making once I finish my commitments to working on other people's games, one character's bisexuality happens to be an important component of her arc of character development, despite the fact that the main character of that game does not have selectable gender. I'd like to give players choice in terms of the kind of romance they can experience over the course of the game, but I don't want to provide that level of choice at the cost of depth and nuance.













