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Managing RPG Touch Encounters

An idea: If your level is high enough, touching low-leveled enemies will not trigger a battle; you have to touch them AND press the action button if you really want to start a battle. This saves time and annoyance, since having to fight through hordes of cannon-fodder opponents can really grate on a player's nerves.

I liked how the Romancing SaGa and SaGa Frontier games handled touch battle enemy graphics. Each category of enemies (birds, beasts, plants, insects, undead, etc.) had its own representative sprite wandering around on the field. Of course, if you're good with charset graphics, you can choose to go the extra mile and make unique sprites for every individual enemy (or at least every enemy family, like Wolf/Wolflord/Werewolf from Dragon Quest 1)

The importance of Music in a game

For the record, FF12's principal composer was Hitoshi Sakimoto, with a little help from Masaharu Iwata, Hayato Matsuo, Nobuo Uematsu, and Angela Aki.

Sakimoto and Iwata have collaborated on several prominent game soundtracks, including the FF Tactics series and the Ogre Battle Saga. Their style is better suited for traditional fantasy settings, while Uematsu favors a more multi-genre approach.

Attack-Spamming

Make it so some weapons cost MP to use regular attacks with, and some skills don't. RM2K allows you to do this, so I bet other RM programs do as well.

Oversexualization of Females in Games

More has been made of this topic than there should be. Men and women have more common points than you might think, so you should write them in a more or less identical manner. People are people, after all.

Language in Games

If your project is entirely fictional with no grounding in reality, then you should be creative with your foul language. Make up new slurs and swears to suit your world. Douglas Adams came up with some notable examples in the Hitchhiker series. "You zarking turlingdrome!"

If your project is based in the real world, or some stage of history, do some research on its people, and come to your own conclusions on what might have passed for foul language in those days. It may surprise you that words considered slanderous today may have been commonplace in earlier times. Did you know that "windf***er" was once a perfectly acceptable term for the bird now known as the kestrel?

And if all else fails, lower-life-form epithets ("you worm," etc.) are always in season.

Love is a many-splendoured thing

My opinion, which will probably cause a deluge of controversy and cause the topic to be locked: People with no relationship experience have no business writing about love, or inserting it into their games. Otherwise, they will have an insufficient frame of reference. I've fallen down this pitfall before, and as a direct result I wrote myself into a corner and had to cancel the project.

Also, loving, protective family storylines in RPGs have been done to death. I'd like to see some more dysfunctional families... like my own...

How do you like your hero?

In my last major project, the protagonist was the polar opposite of a hero. He was a perpetual screw-up who couldn't catch a break, and had a knack for pissing people off with his incompetence. Just like me!

Discussion: Puzzles and Minigames.

Any kind of an RPG should be winnable with enough leveling (and exploitation of the side-systems, like item creation). Even in action RPGs like Secret of Mana, if you're not quick on the draw, you should still be able to succeed by gaining a few more levels than is recommended.

Some of the logic puzzles I've seen are on the esoteric side. Like, you can tell they were made with the game designers' special fields of interest at heart. For example, I once played an RPG with a puzzle relating to astrology and constellations, and you would have to be an expert at those in order to solve the puzzle and progress in the game. Not everybody knows the names for all the stars in Orion's Belt off the top of their head, so the least game designers can do is accommodate their players (their audience) by helping them every step of the way. If you're a game creator, you want a loyal fanbase more than anything, and the one way to avoid this outcome is by being a jerk.

EDIT: As for a sudoku puzzle, it would HAVE to be optional. Sudoku's not for everybody. I'm friends with a lot of newspaper comic/puzzle fans, and none of us have any idea how to succeed in Sudoku. We're more interested in crosswords, Scrabble, Jumble, etc. (Which would be nearly impossible to reproduce in an RPG Maker program...)

Villages, Towns, and Cities.

Has this approach ever been used before in an RPG? Instead of stores, the towns have a lot of houses with artisan families, each with something different to sell. This would work even better in an RPG with item creation or bartering.

It could also make writing town NPC dialogue much easier, as the family members could talk about what they know best: cooking, smithing, leathercraft, etc.