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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.

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What is a Challenging RPG?

author=LockeZ
For example, every new set of buyable weapons in FF7 works is an extremely obvious choice, because they don't even appear until after you've already finished the challenge of acquiring enough gold to buy them. The items in treasure chests are also extremely obvious choices because the cost of exploring each dungeon fully and finding all the chests is completely negligible.



Well, in Final Fantasy VII, there were some tradeoffs with equipment in terms of materia slots, but the game isn't generally so challenging as to demand that you manage them carefully, at least until fairly late in the game. There's actually quite a bit of leeway for optimization late on in the game, but only the Emerald and Ruby Weapons really require you to approach it with any kind of attentiveness.

What is a Challenging RPG?

In traditional RPG combat, which doesn't deal with real time combat, the challenge is pretty much all down to option discrimination. Given a number of possible choices, can you make the ones which will allow you to win rather than getting killed?

As you progress in the game, you generally get more options available to you, while being subjected to less forgiving combat. An RPG with difficult combat then would be one which offers a very wide array of combat strategies to the player, and is highly unforgiving in terms of forcing the player to pick the correct strategy out of the space of possibilities.

Generally, as the player characters' stats rise or fall relative to their enemies, the space of workable strategies will expand or contract, so giving players the ability to acquire new equipment or level grind means giving them some leeway in how constrained they're going to be in combat.

[Poll] Your favorite RPG Setting

author=emmych
Also I feel this in the depths of my soul. If I have to see one more game that has orcs and elves and dwarves and/or wants to be ASoIaF I AM GOING TO SCREEEEEEAM


Really? I've seen loads of games with some combination of orcs, elves and dwarves, but I honestly haven't seen one that honestly seems like it wants to be ASoIaF. Maybe Tactics Ogre, but I never did get very far in that.

[Poll] Your favorite RPG Setting

It would be hard for me to construct an Era Confused Fantasy setting, since I tend to hammer out the details of a setting to a greater extent than they appear in the story, and these settings generally don't allow for that kind of coherency. But I can generally suspend my disbelief while playing them. Sometimes I think it helps to just be able to employ Bellisario's maxim. Strict realism, or even strictly classical fantasy, can be a major constraint for video games, but if you want to go the other way and construct a really original setting which is explored in-depth, you have the challenge of writing your way through a world where the player needs to learn all sorts of things which the inhabitants can take for granted without really needing to think about them. There are ways to do this gracefully, and it can be a really interesting experience for the audience, but it can also be a challenge that a lot of writers are better off avoiding (currently playing Seraphic Blue, and from the beginning I'm running into a lot of awkward cases where characters talk about things people in their situations wouldn't realistically talk about, or monologue in weird ways, because the author apparently couldn't come up with a better way to convey novel setting information.)

Some stories may be better off if the creator simply acknowledges that the details of the setting don't bear close examination and should not be expected to make sense if attention is drawn to them.

[RMVX ACE] Reviving Triple Triad (FF8 Minigame)

Well, here's a consideration to keep in mind-

A lot of the rules in the original game were regional, which allowed the game to introduce them after giving the player time to absorb the basic rules without being overwhelmed. If you're going to implement even more rules, and even more powerful cards, well... remember how much time a dedicated player could sink into Triple Triad in the original? Unless you want the game to come off as cluttered and confusing, you'd probably want to ease the player into it over an extended period. But this may run the risk of having Triple Triad take over the game, if the players are given enough incentive to play it, or have the players mostly ignore it and waste your effort, if they aren't.

Blog 26: Seraphic Blue is officially in Post-Translation Stage

This is my first time chiming in to show my support, but I've been looking forward to this game since I first read about it over a year ago, and I really appreciate all the work you've put in to bring it to the rest of us. Thanks a bunch.

Lying to and deceiving the player

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author=Feldschlacht IV
I'm with Locke on this one.

Being deceived within the narrative is fine, and expected. You mean the big bad is the player's father and not the general, like everyone in the village said? Plot twist! That's fine. Straight up lying to the player when it comes to gameplay mechanics is fucked up, however. "Scan told you the ice dragon is weak to fire? Nah, he actually absorbs it ya dumb hoe"



I think even this kind of deception could be good, provided the player doesn't actually face consequences for it. Like, scan tells you the dragon is weak to fire, it actually absorbs it, you go on to lose the fight, but the plot requires you to lose the fight and you didn't actually have the capacity to win anyway. Then the gameplay deception is further addressed in the story.

I think you can do interesting things by using gameplay deception to *reinforce* the story, as long as it doesn't impose anything frustrating on the player. I'll give an example which isn't actually an example; in Final Fantasy VII, there's a point early in the second disc where Elena of the Turks catches up with the party, and tries to hit Cloud. She warns him in advance that she's going to hit him, and the game tells you how to avoid it (making it essentially the game's shortest minigame.) The first couple times I played through this part of the game though, I got the timing wrong, and the result is that Cloud does nothing, just stands there and takes the hit, and collapses. And I came under the impression that this was actually the only result you could get, that the game was lying to you about being able to avoid the hit. And I thought that was actually pretty cool, because in context, there's a lot of reason for Cloud to feel guilty and depressed, and I assumed that given the chance to avoid the hit, he was deliberately choosing not to. Since you just wake up in a nearby house which has plot-relevant scenes to view, there's really no disadvantage gameplay-wise in taking the hit. The fact that it's avoidable was honestly kind of disappointing to me when I found out.

I'd personally like to implement a comical variation on this, where the player is given instructions for the rules to a minigame to resolve a situation, and the minigame never happens because one of your characters just goes ahead and resolves the situation in a much simpler and easier way, rendering the whole thing unnecessary.

A "Boss Reunion" near the Endgame?

I think that it's a good idea if you have a compelling story reason for it, but I think you should definitely look for ways to implement an interesting new gameplay challenge with it. For instance, let's say that you fought four bosses four-on-one considerably earlier in the game, it could be cool to have a point near the climax where your party is split and has to fight the same bosses again, but in a pair of two-on-two fights. There are a lot of different ways you can play it, but I think that plenty of them have the potential to be more interesting than just running through the same bosses again with stat increases.

Relationships in Games: Doing things differently?

author=LockeZ
I guess I just don't find the decision particularly interesting at all unless there's a reward. I'm very obviously not the target demographic for a relationship system in an RPG though. Being able to influence the plot in such a major way actually annoys me - I want the best story, and I would much rather trust the writer to decide what that is than make my own haphazard guesses.


As a player, I don't like it when games are too open-ended, since the writing tends to lose out when the writers have to spread their efforts too thin. But I think that some choice and variability can be a bonus, and as a writer, I tend to like to have some open-endedness to work with, because it lets me explore characters and events from more angles. When it comes to writing romances, the players might have their own opinions on which are best, but if I'm writing multiple possible relationships into a story, I'm going to like all of them, because each relationship is going to be my preferred way of expressing different aspects of the characters or story.

The Logomancer

author=Luthan
Also in the mansion first part there was some "left eye of greed" hidden behind a door and I think you could miss it(I first advanced without getting it and then reloaded and got it). I don't think you can get to that first part later in case you missed this? Permanently missable stuff is bad especially with items that seem unique like this. Not a problem with potions or basic armor(without special affects) you can buy at shops.



The Left Eye of Greed is not permanently missable. It's a plot significant item, and none of the plot significant items can be missed. To the best of my knowledge, none of the items in the game are permanently missable, but I do not know this for certain.