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The site owner spouts white supremacist garbage and the mods react to my concerns by laughing at me. I'm not going to put up with a toxic community like this anymore.

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Health bars in RPGs: an actual game design discussion

author=GreatRedSpirit
Failing knowing how close you were to success is great.


Not just being close, but also noticing how you progress.

I like the implementation of a health bar to be shown only when needed (either highlighting the target or the target taking damage), but I don't mind constant enemy HP bars - after all, don't you see your party's health bars all the time?

But I do like it when the boss has a long HP bar filling the top of the screen - it helps signifying their importance.

rpg maker mv is a large step backwards

author=Liberty
Well, just the fact that you can now embed games to be played over a browser means a lot to some people, which I think freank was getting at. Granted all we can see is a rather typical battle system. Who knows? The game might be pretty good. :shrug:


Well I agree you can only evaluate RPG Maker games by actually playing them. But I suppose there's a plus in the author having put effort in making a custom UI.

Inventory, Shops, and You!

RPG Maker has always been terrible with EXP - the only customization in the exp curve in MV is selecting four variables for a highly limited matrix of exp values.

Either way, while I like having options in gear in what effects they bring, you should save that up for a bit later in the game so you can focus on making gear variety at a point where it won't get outclassed so quickly.

rpg maker mv is a large step backwards

Health bars in RPGs: an actual game design discussion

author=Zachary_Braun
I'm currently working on a game that has no health bars, but uses the Final Fantasy Mystic Quest route of showing the monster graphic in increasing states of despair. Additionally, the enemy's getting-hit animation is different based on how much damage is done relative to the enemy's maximum health, so players can easily see how effective an attack is.

Thanks to these two things working in concert, I don't even need to show absolute damage values.


How about a Super Mario RPG approach? That game gave you a skill to be able to see how much HP an enemy has and if you got a timed hit, lets you see their thoughts as well (which is important for one boss fight).

Let's Talk PCs: Avatars, viewpoints, and customization

author=Sooz
Hey guys can we keep the conversation to PC elements and not gameplay based around choices and the impact thereof? TIA

author=LockeZ
Surprisingly, JRPGs seem to only rarely use a changing viewpoint, even though it seems like such an obvious choice for them. FF6, FF13 and Suikoden 3 all did it pretty well, but when most other JRPGs change the player's viewpoint it's only for an short side-segment, and then we're back to the main character.

I wonder if anyone's done any kind of Rashomon deal with changing viewpoints like this? Might be something to look into, as an alternative to the now-cliche "YOU THOUGHT YOU WERE DOING GOOD THINGS BUT YOU WERE WROOOOONG!"

Unless you literally kill everyone in Undertale, the game does not impose a particular viewpoint on you. You're literally just told to reflect on your actions and decide for yourself if it was the right thing.

Let's Talk PCs: Avatars, viewpoints, and customization

author=Sated
At the same time, it doesn't necessarily mean that you're not allowed to have those self-reflective themes when playing as a "good guy". One thing Undertale does really well is that it actually lets you experience the consequences for your actions and gets you to question your morals, regardless of whether you play as a killer or not, whereas in games like Skyrim you could murder a whole village and your only real penalty is a stat progression punishment that hardly affects the game as a whole.
I don't understand why you need the game to punish you in order to question the morality of killing a whole village. Besides, Skyrim will force you to face the consequences, the consequences being a) guards in that hold will probably have a bounty on you and b) if they survive, relatives of the deceased can hire assassins and/or thugs to come after you. I'm also pretty sure that there isn't a stat progression penalty... unless it's a hidden property.


Emptying a village only spawns guards you can mow down easily, you get lots of easy loot, assassins are only limited in number, you get a bunch of combat skill levels and nobody outside that village will care. And you'll completely remove any guilt and reason to be pursued just by paying the guards a fine (which admittedly is pretty high at that point).

Fallout and Fable are even worse because you can just fullfill quests in the former and grind bandits or simply pick the good ending path in the latter to make people stop caring for your homicidal actions.

There are consequences to your actions in many open world RPGs, but they simply don't last.

How did we do it? (A discussion on the new generation's expectations with games)

Some classic games do employ a good learning-by-doing, but it's not always a given (learning what you can do in Super Metroid is okay, but it's kinda iffy trying to figure out what to press for it). I think giving the players the controls in a tutorial or manual should always be a given, since it also lets the player know what they can do (particularly odd games like VVVVVV). Furthermore, old games also had excessive tutorials, they were simply dumped into the manual (I recall Terranigma giving you an exact description of every enemy in the game there).

It's far better to just give players advice than calling them out for being stupid.

Let's Talk PCs: Avatars, viewpoints, and customization

That, Craze, is correct I admit. However, I'd refer to OFF for a game that makes the player do something they normally wouldn't. What makes it stand out is that 1. you don't really know that until way late into the game and 2. the game clarifies at the very beginning that The Batter (the player character) is someone other than you (The Batter himself acknowledges that).

Let's Talk PCs: Avatars, viewpoints, and customization

I don't think any game could be disqualified from being considered art (Though I agree on the fact that art can be terrible).

But Craze, Undertale giving you a choice to be terrible makes it kind of more interesting in that you're against your own morality in a sense. But I think Flowey can explain this better (pretty big ending spoilers):

author=Flowey the Flower
I was back at the garden. Back at my "save point." Interested, I decided to experiment. Again and again, I brought myself to the edge of death. At any point, I could have let this world continue on without me. But as long as I was determined to live... I could go back. Amazing, isn't it, (Player)? I was amazed, too.
At first, I used my powers for good. I became "friends" with everyone. I solved all their problems flawlessly. Their companionship was amusing... For a while. As time repeated, people proved themselves predictable. What would this person say if I gave them this? What would they do if I said this to them? Once you know the answer, that's it. That's all they are. It all started because I was curious. Curious what would happen if I killed them. "I don't like this," I told myself. "I'm just doing this because I HAVE to know what happens." Ha ha ha... What an excuse! You of all people must know how liberating it is to act this way.