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.
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Born Under the Rain
Why does the jackal run from the rain?



Kitten Cannon

If you could turn an animal into a weapon.. what would it be?

Definitely weaponized sharks. Either lava sharks, or laser sharks, or shark rockets.
you've had way too long to think about this
Yeah I should fucking finish the game. It's been like five years.

If you could turn an animal into a weapon.. what would it be?

Definitely weaponized sharks. Either lava sharks, or laser sharks, or shark rockets.

Hobby to Profession, Looking for success stories

I would settle for knowing how to make four figures.

About to resume my playthrough of the romhack, Final Fantasy VI, Brave New World. Definitely worth a playthrough.

It seems like a lot of bad lines were rewritten slightly, but overall it's based on the SNES Woolsey translation, and lines that aren't problematic were left alone. One example of a change I noticed was that they refer to Kefka as one of the Empire's generals, whereas originally his role was very unclear and he was just "someone from the Empire."

Kefka not only still says "son of a submariner" but then proceeds to call Edgar "you spoony king" in the same dialogue box. It's wonderful.

Hobby to Profession, Looking for success stories

I'm actually Notch

Help me...possibly help you? Forum rules question

Sure, go for it. The two stickied threads in the Programming & Plugins subforum are about hacks and patches to modify how RPG Maker works.

In Celebration of Winning Anime Waifu Battle, I Present A New, More Obnoxious Avatar

Drawback mechanics in single player games

Don't answer in general then! Just give examples of ones that you liked, or ones that you didn't like, and we'll try to figure out why they were good or bad later.

Did you like the ability to break equipment for a temporary bonus? I'd definitely consider that a drawback since the equipment has a second, very different use besides acting as a consumable item. I'd also personally consider it one that I dislike, because you're making a permanent sacrifice for a temporary bonus. That's something I would never do, unless I'd already beaten the game before and was pretty sure I could safely make that sacrifice. In fact, even if I found myself a critical situation where breaking my equipment was the only way to win a fight, I'd almost certainly take a game over instead.

Now, if you buy 30 extra fire rods just to break them, then it's not a drawback any more. That's just a consumable item, no different from a shop that sells grenades. Doing it with equipment I only have one of is what feels like a drawback, because then I can't equip it.

Drawback mechanics in single player games

For the purposes of this discussion, I'm defining a drawback mechanic as any mechanic that costs MORE than just the opportunity cost of being able to do a different action instead. So, for example, a skill that costs MP or a recipe that costs ingredients would not count as a drawback mechanic. Using up your turn also doesn't count. Because these are all expected costs of most other alternatives too. It also has to be something the player chooses to do, or to risk, rather than something the enemy does.

A simple drawback would be lowering defense, or costing you your next turn, or costing HP. A more complex one might be... losing access to your item command if the skill isn't successful.

In a multiplayer game the opponent can take advantage of drawbacks to get a big, satisfying victory. They create situations for which the enemy has a right and wrong response. But in single player games the enemy doesn't need to be having fun, so many types of drawbacks are really unsatifying. Especially, IMO, those that leave the player in a status quo type situation when they work out for the player, not really "resolving" anything in the battle.

What kinds of drawbacks do y'all enjoy in single player games, or what situations do you think they create good, satisfying tension in? When do you hate them? We can make more engaging games if we handle them right, or make really un-fun battles if we don't.