LOCKEZ'S PROFILE

LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The Unofficial Squaresoft MUD is a free online game based on the worlds and combat systems of your favorite Squaresoft games. UOSSMUD includes job trees from FFT and FF5, advanced classes from multiple other Square games, and worlds based extremely accurately upon Chrono Trigger, Secret of Mana, and Final Fantasies 5, 6, and 7. Travel through the original worlds and experience events that mirror those of the original games in an online, multiplayer format.

If a large, highly customized MUD, now over 10 years old and still being expanded, with a job system and worlds based on some of the most popular console RPGs seems interesting to you, feel free to log on and check it out. Visit uossmud.sandwich.net for information about logging on.
Born Under the Rain
Why does the jackal run from the rain?

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Vindication

Game updated. The main change this time is that the hideous Terra Deep riddle - which was so hard that people thought it was a bug - is now optional. It leads to some treasure, but you can go through the dungeon without solving it.

LoZ rpg

post=150517
And pretty much no Zelda game has a good plotline.
Majora's Mask.


You're fired

LoZ rpg

post=150510
This is still a boring story.
And pretty much no Zelda game has a good plotline.


That actually makes it fitting, technically. Just not in a good way. Though it's hard to tell whether it's a good plot or not without actually seeing how it plays out.

I guess as long as it's full of Zelda puzzles and Zelda tools and Zelda herself, a shitty plot isn't too big a deal.

Twilight Princess has an amazing plot, though. Or, well, no, the premise is actually pretty typical, but Midna saves it by being the best character ever.

DOING IT! - WEEK TWELVE - Dialogue

Yeah so apparently no one has any problems with the actual writing or anything, which is what I was asking about, so I'm calling a close on the crazy-ass switch puzzle discussion. (crazy ass-switch puzzle discussion)

I'll just either go with what I've got or make the puzzle optional.

The goal of a game

post=150491
It depends.

It could be defeating Darkdeath Evilman and seeing the ending. It could be loading the clear save and defeating superboss Ultradeath Evilmaster. It could be pushing the limits of the system and finding the setup that defeats Darkdeath Evilman in one turn. It could be just screwing around and quitting before the final boss because Darkdeath Evilman is a terribly designed final boss that is 500 times harder than the rest of the game and the plot sucked anyway. It could be defeating Darkdeath Evilman with the lowest possible party level and using no items.

So, it's always about the boss in some way or another. Even when you don't beat it, it's because you quit - not because you never considered it a goal to be done in the first place.

It's not really possible to give the answer "it depends" anyway. We're talking about the generic case, about the RPG genre as a whole. But you answered it for me, so that's fine.

post=150497
And ultimately, to defeat the final boss of course.

This seems to be what most people consider the goal of an RPG, yeah. I'm trying to figure out how common my friend's viewpoint is, so I know whether it's worth accomodating in my games.

The goal of a game

post=150484
I desire entertainment.


Not really what I was asking. Obviously the point of every game is to enjoy it, that's basically the definition of a game. And everyone has different particular systems they care about. But I'm asking something much more basic than that. Every video game has to have a goal. Something that you are trying to do in the game.

What I'm asking is, in an RPG, what do you consider to be the goal you're working towards? What is the measurement of progress? Is it your power, or the dungeons and bosses you've completed? Which of those two goals do you think of as being the means to perform the other one?

In Tetris the goal is obvious, it's to get points. In an RPG it's not that obvious, and in my above example, I consider the goal of FF6 to be defeating Kefka, and maxing out my characters is only a necessary intermediate step. While my friend considers the goal of FF6 to be maxing out all his characters, and the defeat of Kefka is just a sidequest that grants no reward, and therefore has no purpose.

The goal of a game

To me, the goal of a game is to progress through the dungeons, beat the bosses, complete the story if there is one. These are the primary challenges, and the measure of progress in the game. Gaining power is a means to that end. As a result I strongly dislike games where you can grind your power up to be able to overpower the game's challenges without having to depend on strategy.

To one of my friends, the goal of a game is to become more powerful. Bosses are only important in that they block your progress and often drop equipment or powerups. Story is likewise simply a means to end, and the reason for him to play a game's story is because it unlocks additional power. The ultimate goal is to become as strong as he can. The final boss of a game is generally ignored, as there is no reason to defeat it unless it opens up a New Game+ mode.

I'm wondering which of these two views is more common? What do you guys see as the means versus the end when playing an RPG? Or is the goal in a game something completely different, to you?

DOING IT! - WEEK TWELVE - Dialogue

post=150193
MY suggestion is to simply throw in a bit of a nudge- like this:

*A rope suddenly appears on the wall, and a man climbs down it.*
Sedryna: Wha- how did you get over there?
Man: It's easy once you know how. Just ask yourself if Titan's really what you shouldn't be disturbing.
*Man runs off, taking the rope with him*

That's not really a nudge so much as it's just the answer. I was really looking for dialogue suggestions instead of puzzle suggestions, since, you know, this is dialogue week and not puzzle week. Eh, maybe there's just not any good way to do the dialogue.

Archeia: Something about that dialogue sounds incredibly stuffy and fake to me. I think it's because of the interjection of information in very unnatural places. And "you good for nothing servant" is so fake-sounding that it sounds tongue-in-cheek. I'd change it to something more like:

Marian: “Ash! Hurry up, we'll be late!”
Ash: “What is it? It's midnight, shouldn't you be sleeping?”
Marian: “No, you fool, look outside.”
Ash: “Hm…?”
Ash: “I don't see anything. Just a peaceful night.”
Marian: “You stupid familiar! It's a full moon! Have you forgotten what we're supposed to be doing today?”

At some point later you'll have to find a way to mention that the full moon amplifies magic, if it's relevant. Probably when the details become relevant would be the best time to mention it. At this point, it's enough that the player knows the full moon is important for some reason.

Full control and non-control

I like playing a game, not having it play itself for you. If the AI does certain things automatically, you need to make sure there is a crapload of other stuff for the player to be doing during battles.

Like in FF13, you still input commands manually for your main character, and have to be constantly changing what roles your other members play - you change them almost every single round, in fact. And on top of that, battle speed is about 20x faster than normal.

No one wants to watch a game play itself. The player should be engrossed in discovering and executing tactics during every battle. That is what RPG gameplay is all about. If you remove that, then you ought to just remove battles, and make a strategy game instead, like Civilization or something of that sort where there are no real battles, only preparation and results.

Differences between RM2k and RM2k3?

There are a few more options for battle events, but damned if I can remember what they are. I seem to remember they were pretty helpful though.

Classes were added, and the ability for characters to change classes, with some various options. This also lets you change a character's battle commands mid-game. Equipment was made so that you can set it to be equippable either per-character or per-class, whichever you prefer.

As a result of the side-view battle system, spell animations are done somewhat differently. You have to set character movement for each animation, for example.

The XP curves were made infinitely worse, they can no longer rise anywhere near as steeply as they could in RM2K. In RM2K you could have an exponential curve, while in RM2K3 you cannot - at the steepest curve you can make, level 50 still only takes twice as much XP as level 25. I hate it when they remove functionality in upgrades. But you can always make a custom XP system, even with the DBS.

Some minor extra options for equipment. In RM2K3, weapons and armor can cast spells when used as items, FF4 style. RM2K3 also lets you set the percentage chances for status resistances and on-hit status effects on equipment.

The picture limit was increased by a lot, yeah. RM2K3 gets 50 pics on-screen, while RM2K only gets... 8? I think? It's been so long since I used it.