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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Game elements you haven't seen before, but want to
author=LockeZ
"What type of attack works best against tastes-like-orange-tang elemental enemies?"
"...Doesn't-taste-like-orange-tang?"
I should have known that there would be other people who've read Adventurers! on RMN.
But the actual weakness of tastes-like-orange-tang element is spinach.
Here's something else I'd like to see. On the opposite end from the magic-centric RPG idea, I think it would be cool to see an RPG without any magical elements. The setting could be drawn from another world whose history doesn't correspond to our own, but the mechanics would be entirely mundane. I'd also like to take the chance to do away entirely with in-battle healing. It could have real time active combat, like, say, the Star Ocean games, making it not just possible, but necessary, to avoid enemies' attacks rather than just sitting there like a bullseye and taking whatever they throw at you.
Game elements you haven't seen before, but want to
Here's something else I think would be interesting. A stealth and dialogue based RPG without combat revolving around a spy protagonist. I mean, "spy movies" typically involve lots of action, with shooting, blowing stuff up, hand to hand combat and whatever, but honestly, what are spies supposed to do? Find shit out without getting found out. If they have combat training, it's generally only for the final extreme where things go completely pear shaped.
Arguably a game with story but no combat where you try to resolve the plot by talking to people and sneaking around should be considered an Adventure Game, but I'd rather avoid the classic "find the items which can be combined in an improbable way to resolve this puzzle" format, and stick mostly to using dialogue trees and tracking character relationships in order to forward the narrative.
Arguably a game with story but no combat where you try to resolve the plot by talking to people and sneaking around should be considered an Adventure Game, but I'd rather avoid the classic "find the items which can be combined in an improbable way to resolve this puzzle" format, and stick mostly to using dialogue trees and tracking character relationships in order to forward the narrative.
WYRM WARRIORS! Design a character!
author=Sooz
Craze, Desertopa, a query:
I've got Jolanta the Paladin of a deity with no really defined attributes beyond a name. Desertopa, would you be cool with me swapping that over to Tovinari? Craze, would consolidating be OK, or would you rather the setting be more polytheistic?
It just seems to me a bit more elegant, especially since Priest and Paladin classes form from the Catholic tradition.
I'm certainly okay with it, at least.
WYRM WARRIORS! Design a character!

Waldsen the Priest
Name: Waldsen
Gender: Male
Age: 55
Description: A half-elf adopted by humans, Waldsen never knew his birth parents, but his adoptive parents, and later, his wife and children, were all the family he ever wanted. However, when an epidemic swept his hometown and robbed him of most of this living family members, he found solace in the teachings of the goddess Tovinari, and became a member of the clergy.
Other: He's become estranged from his one remaining family member, a daughter named Alicia, but he still thinks of her often. He fights in hope of preventing tragedies like the one which took his family from occurring again.
Class: Priest.
Stats: High Magic and Barrier, low Strength and HP.
Weapons: Maces, staves.
Armor: Mystic.
Skill pools: Healing, water.
Focus: High cost, high effect healing. Has some limited attack spells.
Quotes:
Victory- "All of this is by her will." "Perhaps this is another disaster averted." "I'll pray that your souls find redemption."
Item drop screen- "Once again, we have been graced." "The Goddess helps those who help themselves."
Levelin up- "Thank you, Tovinari, for your guidance." "I still have further to walk down this path."
Opening a chest- "I am sure it will be useful to us."
Starting a battle (high hp)- "It seems I've been given another task." "I will do what I must."
Starting a battle (low hp) "This is a trial to hone my spirit." "Alicia..."
Staying at an inn- "It's important to get some rest now and then."
Before the final battle with the Wyrm Wizard- "I've come so far to put an end to this!"
Meeting Maricela: "Tovinari, I think this one must be... especially in need of your guidance."
WYRM WARRIORS! Design a character!
Any guidelines on what the setting is intended to be like, so that we can ensure that the characters are properly consistent with it?
Game elements you haven't seen before, but want to
author=RyaReisender
Dude, that's really hard because most things are at least in one game. But I often think that one thing is really only in one game that is very unknown or that didn't execute it very well which inspired me to a similar idea but more polished.
I mean your inspiration needs to come from somewhere. You don't just make genius ideas out of nothing.
Everyone gets their inspiration from somewhere, yeah, but that doesn't mean people are limited to copying things which have been done before with only slight variation. Taking inspiration from a story doesn't have to mean doing something that's mostly the same, it can also mean having your eyes opened to a way of doing something really different.
I'll give an example. Lots of video games feature antagonists who want to become gods. Find some source of power, use it to transform yourself, rule over the world with an iron fist. Mainstay villain plot. You could set this in a classic sword-and-sorcery setting, a steampunk or cyberpunk setting, or a setting populated entirely by sea sponges, but it's still essentially the same plot. But what if instead the conflict is driven by a character trying to turn someone else into a god? What if they were trying to turn the main character into a god? Imagine someone broken by some terrible experience, who has come to the certain conviction, not only that there is no benevolent god watching over the world, but that there needs to be in order to protect humanity from the sorts of atrocity they've witnessed. They don't want to fill the position themself, they want a proper moral paragon, someone who upholds justice and has the strength of character to witness the worst humanity can do and be uncorrupted by it. And the person they choose to fill this role is the main character. The themes and issues addressed by the story would be very different from the basic "antagonist wants to turn himself into a god" plot, even though the basic idea was inspired by that type of plot.
author=RyaReisender
Plus the unique ideas I had all were made into games in the first place by me, lol.
Well and many ideas are just battle systems that never existed before.
But why should I publish those ideas for free? I'm kind of scared someone steals them haha.
Hire me as game designer, then I'll develop some unique ideas never been in a game just for you. :-)
It goes without saying that you shouldn't just give away ideas you'd be upset if other people just picked up and used. But not everyone needs to use every interesting idea they have. Personally, I have way too many ideas to get possessive about most of them. Some people have more ideas than they have time or opportunity to develop them, and some people have more time and opportunity to make things than they have ideas. Since I fall into the former group, I don't mind sharing mine around some.
Are achievements a poor way to increase game length?
author=UPRCauthor=Backwards_CowboyI doubt it. I don't mind achievements, but I never actively look to see if a game has any before I download/purchase it. If they do, cool, something for me to do if I get bored. I've never actively researched a game to see if it had achievements in it.
I think somebody should conduct a study into whether or not achievements affect a video game's sales. Does not having "Achievements/Trophies" listed on the back of the box decrease the chance that somebody will buy your game? Does a lack of trading cards decrease the chance of a Steam game selling? And if this proves true, does the number of available achievements/value of the trading cards have a further effect on the sales? Since not too many people can really defend the opinions for either side of the situation, I think something that actually could ruin an indie designer's livelihood would change the whole perspective on whether they are good or bad.
I have. But while achievements certainly make me less likely to buy and enjoy a game, I'm certain they also make some people more likely to.
It's kind of hard to conduct a good study on this, because in order to make it meaningful, you have to ensure that there's no salient difference between the games that have achievements and the games that don't, aside from the presence of achievements, and in general that's probably not the case. You could try a controlled experiment by releasing versions of a game which differ only by the presence or absence of achievements, but this also runs into a problem, namely that people tend to default to picking options that have more features, even if those features make them less happy. Ask people if, all other things being equal, they'd rather go to a restaurant with a lot of menu items, or fewer, they'll generally pick the one with a lot of menu items, even though the reality is that the added menu items decrease average enjoyment for patrons. In a lot of ways, people generally aren't very good predictors of their own preferences.
I suspect though, that for most types of games, achievements probably do attract more players. But then, most people don't play most types of games; different people are attracted to different types of games. Since to a considerable extent, games already filter their players by personality type, I think that it's pretty likely that some types of games will tend to do worse with achievements than without.
Are achievements a poor way to increase game length?
I certainly do not choose to let achievements inhibit my enjoyment. By all means I try to pay as little attention to them as possible. But there is nothing unusual about having your enjoyment affected by options you don't have to take. On the contrary, existing psychological research suggests this happens to nearly everyone. For example, study after study has indicated that people can be made to enjoy the same food item off a menu less simply by adding more menu items which they don't choose. It might sound selfish in the extreme for someone to suggest removing items from a menu because they don't want to see them, and it hurts their enjoyment at the restaurant, and yet, when the number of items on the menu gets too high, average levels of satisfaction reported by restaurantgoers actually start going down.
Human beings' ability to decide for themselves what to think about or not think about is extremely limited. "Just decide to ignore it" is a strategy that sounds effective for people who already don't understand why something would be bothersome, but it's very rarely effective in the real world who actually find things bothersome.
Human beings' ability to decide for themselves what to think about or not think about is extremely limited. "Just decide to ignore it" is a strategy that sounds effective for people who already don't understand why something would be bothersome, but it's very rarely effective in the real world who actually find things bothersome.
How to add fun to grinding?
I don't think that really addresses the issue. For players who're into that, it might make character growth more fun (although poor implementations of those systems aren't likely to be fun for anyone,) but that doesn't mean that the process of walking around killing shit in order to get stronger will thereby be made fun.
Game elements you haven't seen before, but want to
A mirror to the last topic, and a chance to stretch your creativity a bit. What are some game elements (mechanical, story based, etc.) which you don't recall ever seeing in a game, but think would be good? Ideally, try to stick to things which you think would be technically feasible to implement.
Here are a couple of mine.
First off, I'd like to see an RPG with combat which is entirely magic-based. Why hit someone with a sword when you can throw fireballs capable of melting rock? Hit Points don't make much sense in this context, so I'd replace them with Barrier Points, representing the forces standing between you and sudden obliteration. Instead of the classic swords-and-sorcery setting, I'd be interested in seeing a setting which is magic-centric in the way that our own society revolves around technology.
Second, I'd like to see a game where, instead of offering up stronger and stronger enemies as the story progresses, the difficulty curve is designed with deliberate spikes and valleys. Instead of making the random soldiers from Kingdom A inexplicably much stronger than the random soldiers from Kingdom B, give the player characters a chance to rampage like Godzilla for a bit and revel in how strong they've gotten. Then throw the ravening hellbeasts at them. It takes a lot of plot contrivance to justify making every single obstacle the player characters face more dangerous than the last, so a lot of games don't bother and just enforce it arbitrarily. I'd like to see a game which doesn't go this route, and instead offers opportunities both for the player to be challenged, and for the player to experience some catharsis against enemies which they hopelessly outmatch.
Here are a couple of mine.
First off, I'd like to see an RPG with combat which is entirely magic-based. Why hit someone with a sword when you can throw fireballs capable of melting rock? Hit Points don't make much sense in this context, so I'd replace them with Barrier Points, representing the forces standing between you and sudden obliteration. Instead of the classic swords-and-sorcery setting, I'd be interested in seeing a setting which is magic-centric in the way that our own society revolves around technology.
Second, I'd like to see a game where, instead of offering up stronger and stronger enemies as the story progresses, the difficulty curve is designed with deliberate spikes and valleys. Instead of making the random soldiers from Kingdom A inexplicably much stronger than the random soldiers from Kingdom B, give the player characters a chance to rampage like Godzilla for a bit and revel in how strong they've gotten. Then throw the ravening hellbeasts at them. It takes a lot of plot contrivance to justify making every single obstacle the player characters face more dangerous than the last, so a lot of games don't bother and just enforce it arbitrarily. I'd like to see a game which doesn't go this route, and instead offers opportunities both for the player to be challenged, and for the player to experience some catharsis against enemies which they hopelessly outmatch.













