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Are there really only 5 kinds of quests?

Think of it this way, there are 5 elements of quest that you must combine to form the compound that is a quest-arch for your player.

The player might be told to seek out an item, like a piece of paper, but then find that this piece of paper has been destroyed, and the only person who remembers what was on it is an NPC they must now escort to a location. When the player returns with the NPC, the player is attacked by the people who sent her to recover the paper.

It becomes a defend/kill the monster quest at that point.

And there are more quest elements, and you can create more complex compounds by mixing different quest-archs together.

What would you like to see in a player house?

Isn't it a waste of time to implement a player housing system when it's not really conducive the actual game experience?

Things like buying souvenir and storing items are cool features to add if the souvenirs mean something or you have a limited inventory, but a lot of the time useless sub-systems detract from the player's desire to experience the game.

Just as an example, say you have an RPG where your hero uses a boat (airship) to travel from place to place. In this case, it's very cool to have a bunch of little side things- like decorating and gathering and upgrading because the player will always have easy access to the boat (airship) and the player can benefit from doing things on it.

Take the same scenario, but give the player a house somewhere in one of the towns they visit as a reward for heroism or something. It's cool that the player now has a house he can return to, but it's unlikely the player is going to stop doing whatever quest-arch they're doing so they can return to their house and view a statue they just bought from a town somewhere.

Concluding, it's better to implement a hub where the player will constantly be returning to than to implement a player house as an afterthought or out of the desire to lump subsystems onto your game.

I have the areas, but need a story.

Okay, so you've got a bunch of areas and you need to tie it all together with a story?

It might help us if you came up with some kind of backstory or plot outline that you want the game to follow- list what major characters you'd like incorporated, what their ultimate goal is, and then we can help you fill in the blanks between.

Introduction

I'm probably not going to make a game; I'd rather help with another person's game and build on that kind of foundation towards my own project.

Introduction

hey there I'm new to both this website and making RPGs with rpgmaker utilities. Both things I want to get better at.

So because of how new I am I need to know which RPG Maker I'm obligated to start out using to make a game!
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