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Is Less More or More Less?

I've been reading up on a lot of forum topics and considering a lot of different games I've played while trying to decide what sort of game to make myself. One thing I've noticed a lot of is gimmicks or extras. What I mean is that games often seem to try and employ more and more customization systems, special abilities, added features, etc.. to make their game more appealing. What I am curious about is whether you all feel these things really make a game more appealing or if they just add a lot of clutter and muck up what would be good basic game?

Now I appreciate novelty very much, but I feel like these games with multiple classes, multiple resources to spend for abilities, talent systems, rune systems, weapon custimizations, 3 types of currency, factions to join, etc... can get to be a bit much. After all, can't many of these things be combined into the same basic systems we have seen for years?

Help with class switching in RPG Maker 2003

Versalia,

Thank you so much! That did the trick. The skills show up for my hero in a "change" battle skill option. And selecting those skills switches the class. There is one problem though. It seems to have some sort of strange delay so that the class change doesn't occur until after the next turn in combat. Is there some way to ensure the switch is done immediately? (Or close to?)

edit: actually it seems to only go into effect after I use the "change" battle command again. If I use anyother ability the class remains unchanged until I use a "change" ability again. Then the class I chose the first time goes into effect. This suggests to me that something at the beginning of the event is needed to trigger the whole effect, but what it is I can't seem understand.

Good-looking areas vs. good-playing puzzles

I feel like the trick is subtlety. People don't want to do puzzles or mini-games in rpgs because it might as well be like pausing the game, picking up a sudoku book, and then resuming from where you paused. The puzzle needs to be subtle. Don't let them realize they are doing a puzzle at all!

Mazes are one of the easiest ways to do this if it is done well, but even they aren't perfect. If the maze is anything with a bit of difficulty to it then eventually they realize they are doing a puzzle. One way to improve that is to make the puzzle portion optional. Your player makes it through the dungeon to find that in the last room there is a treasure chest on a ledge with a doorway behind it... how to get that treasure chest? The exit is right in front of them but they may choose to go back in and do your maze to get the extra bonus.

Another way is to hide the clues to a puzzle (again optional if you like) in otherwise normal conversation. Two characters are talking about some topic and naturally that won't seem weird to the player. No disjointedness there. Later when the puzzle comes along they already have half the solution without having to work for it!

Something simple, like having a locked door that you need to get a key for can be a fun and subtle puzzle if you first show a rat running away with the key. Then the player knows how to solve it already. Find the rat and kill it. Maybe you give them an option though. They can just kill rats until they get it OR they can hit some levers to turn on the fans that waft the smell of that cheese they found earlier through the dungeon and bringing the rat to you. Not a perfect example of subtle but the point is that it isn't terribly complicated to figure out the goal and on top of that battles help disguise the fact that it is just a puzzle.

Minigame puzzles almost never do this. They are obvious and disjointed and that is the problem. If puzzles are disguised well, aren't too complicated, and give the player a KNOWN reward (Like an obviously visible treasure chest) they are FAR more enjoyable. At least that's my opinion. For what it's worth.

I feel I should retract my opinion somewhat for failure to give any useful examples of what I am saying. Chasing a rat is hardly a puzzle. So... do a better planning job then me and make subtle puzzles!

Help with class switching in RPG Maker 2003

Hmmm... I think I still need a bit of help. I have the skills set to switch. I am not sure what this "subskill" vs "skill" stuff means. I apologize for my ignorance, I will freely admit to being a noob. :( Can you perhaps tell me how to set the skills the way you mean?

Help with class switching in RPG Maker 2003

Hello everyone,

I am working on a single character rpg mostly as a learning tool but I can't seem to figure one thing out.

I am trying to allow the character to switch between 3 different classes during battle. I have created:

3 skills set to switches (One for each class)
1 battle event for the enemy group I am testing the process in that calls 1 of:
3 common events to change class that include a turn switch off clause at the end. (one for each class)

Each of the 3 classes has the appropriate skills to switch to the other classes starting at level 1.

THE PROBLEM: I can't find the skills to use in battle. I assume I have done something wrong but I don't know what it is. :( I would be very appreciative of someone who can help me figure the rest of this out.

Using RPGmaker to teach R.E. to kids

Oh most definitely. Churches are a much later addition. I'm just saying that since it is a Christian based class for kids, maybe it would be better to use churches somewhat outside of context then to use older more period accurate establishments? That's really more of a design decision on Faenon's part, but it just got me thinking about whether or not it is better to go with current beliefs and understandings or to include the older original outlooks as well. If you use old testament stories should you still have some of the harsher more violent old testament type gameplay for example? I mean they stoned people in the old testament but not as much anymore. (Depending on where in the world you are I suppose)

Main character choices vs. Concrete personality

You could try a semi-combination of the two styles. Make your character a set character. Personality, outlooks, goals, whatever. Build a character. Then present the player with choices that both fit that characters outlook. Somebody mentioned Mass Effect. I think this has an example of the kind of choice I am talking about. At one part you need to choose who to save and it is strongly suggested that whoever you don't choose IS going to die. So obviously there is not a right choice. There is not a choice that best fits your character. I think giving the player those choices might make it feel more like they are in control, help them get more attached to the main hero and the other characters, but still not force you to generalize your main character too much.

Maybe the hero has to search for the villain. He can start by searching in the forest or in the mountains or in the city of despair. What the player doesn't realize is that the villain will be at each of those 3 locations so he will have the final battle no matter what his choice is. Nevertheless he chose where to look and he found the villain. Something like that.

The unbeatable battle.

author=LockeZ
author=Hoddmimir
Would it be possible ( I haven't used the rpg maker enough to know off hand) to store items used in a particular battle with variables so that at the end of an unbeatable battle those items could all be restored to the user? This way you can have your unbeatable battle without pissing players off immensely and still retain all the feel of it being an actual battle?
It's possible, but might be too much of a pain in the ass to code if that's the only thing you're using it for. A much simpler method would be to disable the item command for that battle.


That does sound a lot simpler. Won't that clue the player into the fact that it is a cheat fight though? I thought it might be a nice way to continue fooling the player but still not infuriate them when they realize they were never going to win anyway and so lost all those items. Though I suppose if done right it disabling items would just make it seem like a hard boss fight... hmmm...

Using RPGmaker to teach R.E. to kids

G
author=heisenman
Save points can be churches. (You get saved.)
Since all the ideas you are considering are taken from the old testament, temples might be more appropriate than churches.

:


Oh good point. Synagogues and temples would probably be better. Then again the class is more christianity based so the kids are probably more used to churches. Now I'm not sure! lol.

@Faenon Glad I could be of help. :)

Using RPGmaker to teach R.E. to kids

Thank you WIP. You just said what I was getting ready to. Somehow we moved off topic. The purpose was to discuss useful inclusions into an rpg as a teaching tool. Our opinions on the topic being taught isn't really of any use to anyone for this topic. Whether or not to use rpg makers as tools for teaching is slightly more useful but even then still doesn't meet the point of the discussion. Focus is key on this one I think. So here it goes...

An unwinnable fight against a giant whale that ultimately results in being swallowed and then play continues in a new map set designed to look like whale insides. A particular task must be accomplished to then get back out of the whale.

A prayer skill? Something with like a random chance to effect the outcome of battle. (Random to determine whether your prayers were answered or not.)

Fighting giants. Like those killed to clear the land for God's chosen people.

Fights againsts demons or possessed pigs. Like those jesus cast demons into and then made run off a cliff.

A battle within a fire like with the three men whose names I can't remember... ishaq?? ebendago??

A flood would be nice. Perhaps collecting two of some animals that got lost on the way to the ark.

Save points can be churches. (You get saved.)

Tutorials from prophets... or possibly burning bushes.

Um... let's see. Whoever said parting of he seas earlier, that was a good idea.

No gameovers. If you die you get ressurected?

That's all I have right now. It's been awhile since I read the bible so I don't have anything left off the top of my head.