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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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How the Heck do you Design a Town?

author=Craze
"forest town" "mountain town" "WOW OBSERVATORY CITY HOLY SHIT" "forest town" "snow town" is like. why. why bother. talk to all the NPCs you like, wouldn't you rather visit "the forest town full of elves and humans that are dealing with racism and have split the town into two halves," "the mountain town where a mine recently collapsed and when you arrive there is a mass funeral going on, and if you do a sidequest in that mine you can save some 16yo laborer and brighten the town's hopes," "WOW OBSERVATORY CITY HOLY SHIT," "the forest town where all the buildings are in the trees, because the ground level has random encounters against direwolves unless you ask one of the elf shamans to guide you through a special warded path," and "the snowy town where three separate religions have moderately large places of worship, and the town government works hard to ensure peace among all the various believers... except right now voting is going on and a radical looks like he might be elected to office, threatening the peace"

idk "have dull things to make your special areas cooler" strikes me as dumb and lazy. i want to be engaged in a game not go "ugh time to endure another terrible town.mp3"


A town doesn't have to be dramatically constructed to give something to engage the player. Take the three examples LockeZ gave from Final Fantasy VII which failed to be constructed around an interesting centerpiece, Kalm, Gongaga, and North Corel. Kalm is just a waypoint which the player doesn't need to actually explore, but most of the time you're there is spent in a flashback where Cloud explains his history with Sephiroth. Gongaga (which is an interlude the player can skip entirely,) offers a hook for one of the game's central twists; Tifa is hiding something from Cloud, and it has something to do with his history with SOLDIER. It's also built on the outskirts of an exploded mako reactor which devastated the town, to which Shinra responded by providing no assistance whatsoever, making it a significant figure in the history of the setting, and building up the character of the antagonists. North Corel highlights the devastation caused by Shinra, and reveals Barret's backstory and motivations for starting AVALANCHE. The people there are ground down and dispirited, but they all hate Barret at least as much as they hate Shinra, for his role as an instigator.

There's a difference between "Build your town around an attention-grabbing centerpiece" and "Make your town offer something interesting to give it a life of its own and make it more than a punctuation mark on the heroes' journey."

Even a town which doesn't engage the player characters in adventurous activities can still offer things to explore which help give the setting character. Some examples off the top of my head for what you might include in a "mundane" town.

*Some starcrossed lovers who have a romantic subplot the player can follow (starcrossed lovers might see a lot of use, but it only takes a little creativity to put an original spin on them, and there are countless ways to resolve the plot. I'll be a cynical bastard and say these ones get a resolution where they drop everything to be together, only to end up miserable because their adolescent infatuation quickly sputters out in the face of dire material hardships, and they've burned their bridges too thoroughly to take anything back.)
*A family who believe that their son has died in action in the ongoing war. They're saddened by the loss, but take solace in the knowledge that their son died as a hero to his country. Later on, you can meet the son, living as a deserter, who'll tell you about the horrors his division went through, how their superior officer abused them and treated them as cannon fodder, until he was killed by his own men and the division scattered.
*An elf/human couple who enjoy an idyllic marriage and inadvertently inspire the starcrossed lovers in their decision to elope. The mixed couple is distressed by their own part in the affair, because they would never have advised that course of action, having themselves spent several years winning over the approval of their own families.
*A child who has a penpal in a distant locale. They trade stories about the events of their hometowns back and forth. With a little bit of help, they might be able to finally meet in person.
*A dude with a pet bear. He tries to keep it secret from his neighbors, but how secret can you keep a pet bear, really?
*A man who's hiding his dire financial situation from the rest of his family. While the rest of them are convinced everything is golden, he's plotting to burn their own house down for the insurance money.

Every town can have at least this much stuff going on. If it seems like too much work to put interesting things (and if you don't think these ideas sound interesting, feel free to substitute your own) into a town, then you should probably be aiming for a smaller number of towns. The ground state of human beings is to have a lot of stuff going on in their lives. Whether every location needs a major visual impact is a separate issue.

How the Heck do you Design a Town?

Eh, I think it's good to build towns around themes or landmarks a lot of the time, but that doesn't mean you have to do it all the time. If every town is constructed that way, I think you risk your setting coming across as conspicuously gimmicky. Final Fantasy's set design would have suffered a lot if every town had been a Kalm or a North Corel, but I think it's good to have an everyvillage sometimes. Part of what gives the really interesting settings in a game their impact is contrast, so incorporating some occasional neutral space can give extra force to the more powerful sets.

One of my favorite video game locations ever is Enhasa, from Chrono Trigger, and it wouldn't have had nearly as much effect without the barren snowfield the cast was wandering in before it. That's a short-term contrast, but I think something similar works over longer scales, where when you hit the player with an interesting location in-game, the impact it has on them will at least partly be based on a baseline set by other locations in the game.

What do YOU look for in a (good) story? (In a video game)

author=Sooz
author=Desertopa
I'd agree that this works best when applied at the very beginning of a narrative, but when done well, I think it can be a very effective technique for engaging the audience.
When done well, just about any writing guideline can be tossed aside. I just figure that if someone is soliciting writing advice "here's some guidelines" is more useful advice than "if you do it well, you can forget all the rules!"

As a writer gets more skilled, they naturally figure out that they can break a rule or two, once they get why the rule was there in the first place. If you start an unskilled writer on the "no rules needed" stage, they just kind of fall apart and make crap.


I don't think any writer ever really hits a "no rules needed" stage, so much as they start to grasp the more fundamental rules, of which the more surface level guidelines that they're usually taught starting out are simply approximations. Sticking to the more fundamental rules is usually easier when you follow the guidelines (otherwise they wouldn't have been codified as guidelines in the first place,) but I think that it can sometimes be helpful for learning writers to delve into the more fundamental rules a bit so they can get a sense of what they're aiming for.

How the Heck do you Design a Town?

I have no experience mapping, and I'm sure there are nuances one would only pick up through doing it, rather than just observing others' work, but I'll add my two cents about what I think makes for an interesting town layout. Some of it conflicts with what you've already described, but if you're not happy with the results of what you've already described, you might want to try deviating from it.

I'd say that one of the fundamental points behind making an RPG town interesting is that it should, as much as is practical within the design constraints, look and feel like an actual town. That is, it's a place of habitation for its residents, not simply an institution for the convenience of the player character. So, don't just think in terms of convenience and ease of access for the player (your game is almost certainly full of challenges much, much greater than navigating a town, don't worry too much about inconveniencing them a little,) think about what would be convenient and practical for the inhabitants and store owners.

As a consequence, you might want to reconsider the "no superfluous houses" point. If you trim away everything that isn't useful to the player, you'll lose the sensation that the town exists for its residents, rather than for the player. You could go to the trouble of making every house explorable, but personally, I approve of the trend in games to make a lot of content in towns not explorable or interactive. After all, most people have better things to do than talk to random strangers on the street, and don't want people they don't know just waltzing into their houses. The non-interactive content should always be interspersed with interactive content, to give the player an incentive to explore, and there should be cues to distinguish interactive content from non-interactive so that players don't have to walk around clicking every damn thing in hopes of finding out which things do stuff, but having stuff around which isn't of immediate interest to the player character helps build a sense of verisimilitude.

Right now, the map you've shown is composed mainly of businesses and services which are useful to the player. Imagine for a moment that you're a person living in this town. Where do you live? Where do you work? What do you do with your free time? If you run a business, who are your customers? A well designed town should at least suggest these elements to the player.

In terms of what distinguishes a town from other towns, again, try and think of this in terms of its relevance to the inhabitants, not just the player. This town has a port, for instance, but how does the port relate to life and business in the town for the inhabitants? Do local goods concentrate in this location for shipping off to foreign locales, while foreign goods arrive and disperse from here? The design of the town should suggest some kind of infrastructure for handling this. Is it a fishing port? The setting should reflect that activity. Is the primary purpose to ferry travelers from one location to another? Then the town's design, and its context in the general geography of the setting, should mark it as a chokepoint for travelers.

What do YOU look for in a (good) story? (In a video game)

author=Sooz
author=Crystalgate
Alternatively, the game is set up so that events at first looks like it's the former, but once the player gets access to more information, it turns out that it was the latter that was going on all the time.
I tend to disagree, unless you mean very early on, since otherwise it can make the player feel like the game's really disjointed and quit playing (unless there's really fun gameplay to make up for it). Major events should seem obviously connected in the narrative.


I'd agree that this works best when applied at the very beginning of a narrative, but when done well, I think it can be a very effective technique for engaging the audience. Show some dramatic event to draw in the viewer's interest, and then transition to a different context whose relation to the first scene is unknown to the audience. It focuses the audience's attention, and then gives them a mystery to fixate on; they know that the first scene has relevance to the rest of the narrative, and they have to keep playing to find out what it is. The opening of Xenogears is a good example of this technique (although Xenogears' standing quality-wise is... contentious, I have a big soft spot for it, personally.)

There are other ways you can play around with this sort of technique. One story I'm planning to use in a game project eventually involves a Distant Prologue which appears to have a direct relationship to the conflict which is taking place as of the beginning of the story, but much later on, is revealed not to, and its actual significance lies in how it reframes the moral context of the conflict.

Rather than following a hard rule that Scene A should result in Scene B, which Results in Scene C, etc., I'd suggest that the fundamental form should be that the audience has a reason to care about every scene, both as it happens, and later in retrospect over the course of the narrative. If the scene engages the audience's interest at the time, but later they start asking "what was the point of that then?" then the writer did something wrong, and if the scene foreshadows some clever twist or highlights a major theme or something, but the audience isn't actually engaged when it's happening, then again, the writer did something wrong.

Town/Village game mechanic

author=Proteus
That kind of reminds me of similar mechanics in Heavy Rain, and, more recently, The Wolf Among Us. It's a lot of fun to play, but when I think more on it, dialogue challenges might not exactly fit the theme of my game. Though if someone made like a detective/horror game or something, it could be fit really well. (I figure amazons might always resort to beating answers out of someone.)

This got me thinking about a reputation system more. I don't want it to become like a "good or evil" kind of thing, like in Infamous, but you could add that axis to add more options. For example, you're not very well known, but are known for doing good, which could open more options to you than if you're more well established and have a mixed record. Also I was thinking you could add to reputaition just by entering and exiting a town (raising it by a small amount), or talking to key figures. Getting well known could make shop owners want to give you bargains (or sell to you at all...), but could close options in quests, such as sneaking into a pub unnoticed.


I think that having your reputation in a town go up simply by entering and exiting is liable to be immersion breaking for a lot of players; if the player realizes they can become recognizable to some of the locals just by popping in and out of the town entrance without actually talking to anyone, it won't feel like the reputation increase is a logical consequence of their actions. Tying it in to talking to key figures in town makes more sense.

You might organize towns in the game into "regions," where your reputation in a region propagates somewhat between towns ("Aren't you the ones who thwarted the Mouse Apocalypse in Billesville?") but your reputation doesn't propagate much between regions, so once you enter a new one (at least until you start becoming really famous,) you start as something of an unknown quantity again.

If you want me on board to help add content to the game, I'd be happy to take part.

Ys Series

You can count me as another whose introduction to the series was Wanderers from Ys on the SNES. I've been thinking about getting into the rest of the series lately though, given what I've picked up about it on tvtropes.

Wanderers from Ys, by the way, out of all the games I've owned, holds the spot for "easiest game in which to reach max level." I figured this one out when I was still a kid; on the second screen with encounters in the game, there's a spot where flying insects will continually stream out in a straight line. Stand below their line of flight, and either use a turbo controller or simply weight down the buttons for Adol's rapid upwards attack. Turn off the television, go find something else to do. By the next morning, you'll be maximum level.

There are plenty of other opportunities, even early in the game, to hit max level faster than this, but this method is the most effortless.

Rune Rhetoric

I think I probably will wait until the next demo, my feedback will probably be a lot more substantive given the extra material.

Rune Rhetoric

How long is the demo in its current state? Depending on how much content there is now, I might download it now and write up a review, or wait for the next demo release. It looks like a cool project, and I'd be happy to offer some feedback, but I'm not used to taking games in really little doses.

[Poll] What type of explore system for a trpg?

If you have the time and energy to implement it, I'd second GreatRedSpirit's suggestion. Of course, this requires that you come up with some interesting content for the player to encounter in those locations, and if you think you'd just end up filling them with fluff, it's probably better not to bother.