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DOCTORROCKET'S PROFILE

I learned recently that I can write in this bio, so that's pretty cool. I guess I should do that. Kinda been doing that for the past few moments now. So what can I say about me?

I finished a game called Black/White: Renegade. I could always use some feedback on it: it would help a lot!

Also, I have a Deviantart account labled username Jchrispole. If you want to check out some artwork that I've done, then check out that profile!

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How much can does a Name affect a game?

I'm curious as to how much you guys think a name can affect the success and popularity of a game.

This stems from my past experiences. The first game I ever put out was called "The Bamford Tenement" and in my opinion it did pretty well (100+ downloads as of now.) However, my most recent game "Black/White: Renegade", despite having a higher production value, is not nearly doing so well (30 or so downloads in the past few weeks.)

There's a number of reasons why any game wouldn't do well, so I won't blame anything in particular. It could just be my bad sense of PR. Talking it over with someone close to me, she mentioned that the name of the game may not be very grasping. Though for me, I can't really figure out what a title like "Bamford Tenement" would be more interesting than "Black/White: Renegade" but it is entirely possible that that's the case. Again, title isn't the only reason my game isn't doing so well. But it may be an important factor.

So that made me wonder: how much does a name affect a game? It is possible for it to be too long or too short? Well, if you consider that games like "Evolve" and "Highly Responsive to Prayers" both had a rather high popularity for their time, it may not be that.

What about intrigue? What games can you guys think of where the title really "grabbed you?" For me, games like "Bioshock" and "Little Inferno" had titles that grabbed my attention. But that's just me.

So, what do you guys think about the importance of how you name your game?

Any feedback is welcome.

-Doctor Rocket

Can you have too many characters in a game?

My first game, and my most well received game so far, was Bamford Tenement which included around 20 to 25 uniquely named characters and about 18 of them had individual story archs.

In the sequel, if I ever do a sequel, I plan on having even more than that.

So I guess the question is: is it possible to have too many characters in one game? What games can you think of that had too many characters? What is a good limit?

Just a general discussion on how characters can effect a game.

Any feedback is appreciate: the board is pretty open-ended.

-DoctorRocket

General questions about RPG Maker Forums

I'm not new to the site, but I am new to the Forums.

I have some general questions to ask if anybody can help me out here.

1: how do you reply to a comment someone posted on the forum page you're on? There doesn't seem to be a neat "reply" button ready for such an event.

2: Is it wrong to request beta-testers for a game? If not, where would I go to do that?

3: How long should a post be typically?

I'd just like some quick help, that's all. Nothing big.

Any feedback is appreciated.

-DoctorRocket.

Villians: how do you make them unique?

I'm planning on working on a future game where I have a few characters planned out, but I'm not so sure what to do for the antagonists.

I need some inspiration: a look into what villains in RPGs are like. What are some common design themes? What is their motivation? What is their backstory? Players always ask questions like that, even if they're not actively nitpicking the game.

So this is kind of an open ended forum. I'll ask two questions:

1: What is the most cliche, stereotypical or just boring backstory for a villain you can think of? I'd like to start from what not to do and work my way on up.

2: What are examples of truly unique villains that you can think of in the games you've played? What set them aside from all the others?

I'd just like to hear people's thoughts on the matter: the inspiration could really help. All feedback is appreciated.

Thanks.

-DoctorRocket.

Random battles: Can they be good?

I use the RPGmaker VX Ace Engine, which means that the engine is pre-programmed to run on random battles.

Now, from experience, it seems that people very rarely enjoy random pop-up battles. Ones where you're walking through a cave and then suddenly you're assaulted by two bats. And you can either run away or fight. But if you fight, you can either attack, use a skill, use an item, or protect. Many times, I've found myself spam-clicking the enter button in order to continuously attack the monsters. In the end I may get some gold and experience, but where in the excitement in that?

Unfortunately, I've had to include that exact combat mechanic in my older games because I'm a low level game designer and that's all I know to do.

So how do you change up the random battle system in your game to make it more exciting? Make it stand out more?

I'd like to know how to do it without the use of plugins and maybe a little bit of script writing. I'm not much of a programmer yet, but I'll learn if I have to. What are some ways that you make a simple battle system more interesting?

And what's is a good way to move from random encounters from being "annoying" to exciting? Got any good ideas?

Any feedback is appreciated.

-DoctorRocket.

[RMVX ACE] Reputation: How do I code that?

In a previous forum post, I asked a question about how to make quests more interesting, and a few people mentioned adding a reputation mechanic where in doing quests increases affinity with that NPC.

I like that idea, but the question is: how would you do that in a game?

This is a question of coding. I use the RPG Maker VX Ace engine, if that matters. Let's use the example of my first game "The Bamford Tenement" about a guy who moves into a strange tenement and does quests with other tenants. It was fairly simple in it's design, but let's see how we can make it more interesting with reputation.

Say Clouse (Protagonists) does quests for Dante (NPC). How would I write a script so that each time Clouse does a quest for Dante, it raises or lowers reputation with him based on the player's actions? As an edition, how would you create a mechanic where you could go to the pause menu, click on a tab for reputation, and see your standing with each character?

I'd like to do this without using plugins, because I fear that if I publish a game with plugins, I'd had to give royalties to the person who wrote the plugin. By the same margin, it may not hurt to show me a few plugins just so that I can read the code myself and maybe learn a thing or two when coding in the future.

Other than that, what do you guys think of reputation systems in general? Any games do them right? Any games don't do them so well? What are your thoughts?

All feedback is read and appreciated. Thank you.

Radiant Questions: Is there a right way to do them?

I'd like to ask you all about your thoughts on radiant quests.

In case you don't already know, a radiant quest is a randomly generated quest with simple instructions that can be given over and over again such as "Go to X and kill Y this many times" or "Go get me Z amount of X." The best example is Fallout 4's "Minutemen quests" which repeatedly send you to different settlements on the world map to either kill raiders, mutants, and any other randomly selected enemy.

From what I've seen, Radiant quests aren't particularly liked in the gaming community. There is of course a lack of immersion when you're practically doing the same quest over and over again, just with slightly different circumstances each time.

However, from a game developer's standpoint, they are easy to create and provide the player with endless opportunity to receive money and experience.

I'd like to use radiant quests in a future game, but I want to know if there is a way to make them so that they are fun and interesting to play. I don't want to just make a quest-giver who hands out the same "My daughter/brother/wife was kidnapped, go to point X and save her" quest over and over again. I'd like to consider a way to make the quests more tolerable than that.

What do you guys think? Is there a way to do radiant quests so that they're more exciting? Do you have an idea that you always wished would appear in a quest system in a game?

All feedback is appreciated. Thank you.
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