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knownworld.png

Gotta conquer one continent first before conquering the whole world.

Julius_Tyr.png

This looks good as always. Thanks for the mountain of work you've already done (and probably still have to do). :)

Legends Of Illarion: Nostalgic Remaster Edition

I think the game is fine just the way it is. If we're talking about unrealistic Christmas presents, I would prefer a completely new game. :P

Shock and Speechlessness 2: The Shockening

Darn, I thought the completion of the ultimate edition would be announced, but it was just a fart from some anus. :D

Null

This game (page) reminds me of cam girls who put "shy" in their pseudonyms so that they "don't have to get naked": What's the point of that? Is there nothing worth showing?

The 3 Modes of Engagement/Difficulty in RPGs

Yeah, I totally agree. We all have our preferences. That's why games that try to pander to all different kinds of players are often times hit-or-miss (see, for example, all the shooter games that tried too hard in years past by trying to be Diablo and Fallout at the same time). Rather than incorporating as many elements as possible, it's more important to design these elements flawlessly, which includes difficulty. Nowadays, most developers at least warn (potential) players - or advertise - about their games being "unforgiving" (my unforgiving stance is, as a rule, to avoid these games).

Since JRPGs are complex amalgamates of features, most JRPGs can't give me everything I want. There are always "missing" or "unwanted" features that directly influence the difficulty - to name a few:
- Random encounters (can lead to wars of attrition, but can also make the game easier if the player uses the opportunity to fight many battles)
- Linear dungeons or dungeon mazes (a matter of attrition and plot progression)
- Absence or presence of mini map and/or quest log
- Puzzles and mini games (can be serious roadblocks if they're too hard/obscure or require godly reflexes)
- Scarcity of money and (free) healing items (you gotta "love" these games in which necessary grinding doesn't net you enough money for one full party healing)
- Steal mechanics (completely change fighting procedures, especially during boss fights when the player tries to not get slaughtered while stealing the boss's items)
- Monsters drop or don't drop equipment (this can make all the difference in terms of difficulty)

Referencing your example: If you want to crawl dungeons including lots of exploration, then you'll probably shy away from JRPGs with linear dungeons and compressed (world) maps. At least such a game, which severely limits the player's options, shouldn't be too hard (in more ways than one). ;)

The 3 Modes of Engagement/Difficulty in RPGs

Interesting article, even written by a fellow-countryman - it's a shame I didn't notice it sooner. Thanks for your hard work.

I think many of the aspects related to "Active Involvement" are also a matter of preference. While I'm certainly able to handle real-time events in JRPGs, I'm just not a big fan of them, so I tend to avoid games that rely too heavily on them (I only want to play turn-based JRPGs after all). The same applies to design choices that I deem artificially restrictive or annoying, such as mission structures and/or (too many) one-time-only dungeons etc., day and night cycles, low level caps and so on. In this regard, I definitely prefer routine over reaction and innovation. If I want constant excitement while "playing", I'll hit the streets and provoke some random dudes. :D

Dark_Worship.png

She's not even a "Sovereign", but only a "Soverign"? Then I'll be sure to underestimate her if I ever have to face her in combat. :D

Beloved Rapture

The developer explained the "double kickstarter campaign phenomenon" in one of his comments on kickstarter:

(...) The older KS was purely based on fan interest, created for fun. We only asked for about 2k, which is small by indie game standards. We used those funds to commission artwork and various original songs for the project. Unfortunately, there was no possibility of actually releasing BR commercially at that time, since our engine of choice wasn't legally distributed. Thankfully that changed around 2015-16, when the Japanese publisher Degica went ahead and officially localized it! It allowed many older RM games to see new life, such as Ara Fell etc. Since then, the game's scope has increased exponentially. Many staff members have come on board, as you can see from the campaign. Since 2018, I poured about 10k of my own money into the transition to fully custom assets, but funding a jRPG can be costly. (...)

The Star Rod Chronicles

author=MaskedNightmare
- Grinding EXP is meant to be stingy, making it so you can't grind on the same enemy over and over. prevents it from being too over-leveled in some places.


Could you please clarify this point? Are the gaps between levels so huge that it isn't worth it to overstay one's welcome in a certain area/dungeon (which I would simply deem good game design), or did you implement some form of scaling mechanism that gradually decreases the amount of EXP earned based on certain factors like the party members' levels or the number of enemies slain? I've never seen a game convincingly pull off the latter one (maybe some people remember how awful this system was in Shadows Of Evil - Wings Of Time), so this would be a huge downer, considering that the game looks really promising otherwise. When it comes to the concept of diminishing rewards (for doing the same thing over and over), I always prefer an approach that feels natural (see above: setting the gaps between levels just right) over one that feels artificial and patronizing.