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[General Design] What is the worst implemented/thought out system you've encountered?

author=LightningLord2
Can we cite systems that we actually like but are poorly used due to factors unrelated to the system itself? Final Fantasy 7's Materia system is really fun - it has some really unique stat modifiers that level up and teach skills attached to your gear - you can even combine the green magic materias with blue ones for even more unique effects. There's a few things that could make it more interesting (such as equips that only allow certain materia in slots), but it's a very good system overall. The only thing holding it back is the nonexistent game difficulty.

I feel pretty much exactly the same way about Xenogears. I fell in love with its combo-based battle system the moment I saw it, and the variation for the gear battles too. Sadly, for most of the game the horrendous pacing leaves you with too little or too much of either, and when you do get a chance to enjoy it the game's overall lack of difficulty makes the fights short, shallow and unimpressive. You get a few enjoyable plot battles but they're few and far between. Its optional content really isn't substantial from a gameplay perspective either, but at least it's good for plot.

It's often cited that Xenogears was very incomplete when it shipped, and people point to the cut down disc 2 for that. That's certainly a factor but moreso I feel like it never got the gameplay and pacing balancing that just about every other highly lauded RPG or the era got.

It says a lot about the content that did make it that Xenogears still manages to be such a widely-loved favourite among classic RPG fans.

Aspiring game developer. Life decision dilemma

I wouldn't say no to making money on it, especially if it meant funding for future, possibly more ambitious projects. But if that happens I see that as more of an opportunistic/incidental thing, because I think the enthusiasm and artistic integrity should come first. I definitely don't want it to become a cynical grind.

rpg maker mv is a large step backwards

The new Sci-fi RTP is the worst thing that could happen.
That's because, while it does suffer from the usual RTP problems, I actually rather like it and it makes me less likely to get in the tileset practice I need in my upcoming projects.

The MVLYMPICS!

If our items, weapons or armour use custom status effects, should we screenshot the database entries for those as well, or just describe them in the note section of the relevant item?

The MVLYMPICS!

That's true, Craze.
Deltree was nice enough to help me by stitching the screenshots together much more professionally than I would have managed, so that's my issue solved, at least.

The MVLYMPICS!

Is it not acceptable to take a screenshot of the map in the editor?

EDIT: Or there's "export as image" but events like NPCs and doors don't show up for that.

The MVLYMPICS!

author=Liberty
Events are a-okay.


I didn't actually put working events in mine, I just put the little boxes to show where they would go. I think it helps to give an idea of how a player is able to interact with it.

The MVLYMPICS!

Okay, thanks! I'll leave Pink Robo for another day.

And you know, not trying to get brownie points or anything, but despite any wails of despair you might hear from me over the next couple of days, thank you very much for your efforts in organising this event, Liberty.

The MVLYMPICS!

Teeaaaams?
Oh no, oh no, oh no, oh no! Pressure!
RMN skill: zero!
Okay, so, I'll try. But I'm sorry in advance, Team Therese!

EDIT: Does the resource edit have to be a RTP resource, or, like, can I take Robo from Chrono Trigger and make him pink?

9/10, but still terrible? About game-killing features

author=Cecil_Beoulve
I played Final Fantasy Tactics to death. Couldn't get enough of that game. When I finished it, I was actually rather disappointed as it seemed too short of a game for me (I wanted moar).

And then I get my hands on Tactics Advance. My mind wanted to vomit because it didn't FEEL like what I got out of the original Tactics - It felt like this dummied down child friendly version. I wanted my gritty ass dark Tactics story, dammit. I even think the graphics gave me a sort of 'feel' that didn't fit.


I had a similar reaction. I didn't mind that it was graphically cutesy, but the plot itself was pretty vapid and too focused on the petty and self-absorbed protagonists. The premise had potential, but it felt largely squandered.

The mechanics bothered me more, though. Initially I loved the idea of multiple races in addition to classes, but the way it was implemented felt very cumbersome and restrictive to me. You didn't have the options you had in FFT, and skill progression was gated behind equipment, which was gated behind plot progress, which doesn't work so well in a game that's more about side missions and team building than story progress. It's worth saying, however, that I did end up enjoying the game.

Then along came Tactics A2 where you not only had to get equipment to unlock skills, you needed to find the crafting materials to unlock weapons - and then purchase them! The original FFT had some problems with being able to outpace equipment - getting Dragoons well before having access to their spears, for instance - but at least I never spent several hours with a character who had one spell and simply couldn't learn any more, like my Nu Mou in A2.

And then came War of the Lions with its horrendous slowdown and its try hard retranslation, and I think FFT officially died for me. Especially considering their attempts to bridge the games together with their "Ivalice Alliance" stuff when the original FFT clearly has a completely different setting.

Long live FFT, the true king.