HODDMIMIR'S PROFILE

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Healing for Health and Mana and Burst and Rage and Break and TP and SP and -

author=heisenman
You won't survive without them
Why not?
In most games healing items are more than affordable and are quicker to use than casting healing magic, without consuming MP and being accessible by every class at every moment.


Well that's fair. I guess I should be more broad in saying that you need some system for healing or you won't survive in most games. If you give the player enough items and make them good enough you could go without a healer character, but you wouldn't be going without healing in any major way. I guess that's more what I mean.

Healing for Health and Mana and Burst and Rage and Break and TP and SP and -

I would agree that healing should be made as interesting and well rounded as possible. In too many games a healer class just feels like a waste of a character while at the same time feeling like a mandatory inclusion. You won't survive without them but you only need them part time. Giving healing classes other defensive spells, or the ability to summon or use spells like Holy helps, but that only fixes the character and does nothing for the problem of healing to begin with. More often than not, healing just isn't fun. Games are supposed to be fun. Almost all of the ideas stated in this topic though really help to improve the fun level of healing and I think that IS important. We can't ignore this when designing games. A generic attacker for some reason always seems ok to play. A generic mage is livable too. A generic healer though? I can't stand it personally.

One alternative though to making more creative healing I think is to find a way to take it out of the game entirely. Perhaps heal your player after every battle. This adds a level of strategy to the game too I think because they then need to really think about being defensive in some battles and the choice between attack or defend really becomes more pronounced. Or maybe have a passive healing effect on your characters that always slowly heals them allowing them to forget all about needing to heal except in the worst situations. In which case items should suffice.

The thing is for me, I feel like abandoning a feature is never preferable to improving one. That's just the way I see it though.

Using RPGmaker to teach R.E. to kids

Although I am not personally too keen on religious doctrine and what not, I do think it is really cool that you are using videogames to educate the youth. Videogames more often than not get a bad wrap but they really can be a wonderful tool for use in a wide variety of ways. Education could benefit a lot I think from the use of gaming technology and software.

The unbeatable battle.

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?

If this was already said I apologize. I mostly skimmed through the middle of this topic. (Sorry.)

Soundtrack: A Make-or-Gamebreaker?

I feel that generally the music isn't a gamebreaker or gamemaker. Now in certain rare circumstances there can be exceptions to that if the music is particularly bad or phenomenal. IMO the music should help to accentuate what is already there. A good story, a good mechanic, a good world, etc... should all be enhanced by the music. Does this mean that a truly great game requires good music? Yes I suppose so, but even with so-so music that same game would be a really good game. Music gives a game that extra kick up a level or down a level.