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Chaos Saga

Seems interesting, I'd love to see a demo soon. :)

[Poll] Judging whether to download a game? What do you look for?

author=Ratty524
author=PsychoFreaX
First is probably reviews if there are any, then features if any is listed. With the descriptions, it's becoming more difficult to create a summary of an interesting story so I mainly look at the characters if any are listed and the variety. Then there's the graphics.
It's funny because if I see a game with 2 stars or less, I'm MORE inclined to play it just to laugh at it.


Yeah I did feel like that at some stage until I got tired of it.

[Poll] Judging whether to download a game? What do you look for?

First is probably reviews if there are any, then features if any is listed. With the descriptions, it's becoming more difficult to create a summary of an interesting story so I mainly look at the characters if any are listed and the variety. Then there's the graphics.

Character abilities

author=Billwilliams
Easy mode: Fighter, Support, Healer, Offensive Caster.

But that's boring. We can do better.

True, but to do so I think it's better to not only look at the classes in general but first breakdown the different skills each class would have. In more standard RPGs you should have:
Mid tier attack
High tier attack
Area of effect
Stun
Sleep
Blind
Poison
Attack Buff
Defense Buff
Speed Buff
Magic Buff
The above four in debuff form
Heal
Resurrection
Dispel
A more costly combination of the above

There are other less used ones of course. Such as different attacks may have different limitations such as needing to charge for one turn or has a once per battle limit. Then there are attacks where the damage depends on other factors, I know elemental factors are used a lot but different factors may also include the character's current health. Then if you want to go even further, there are summoning magic. Just be creative.

If you design classes, instead of thinking of them as strict jobs in which each character is confined to I think it's best to think of them as themes, picking a variety of the above skills that make sense for it. You can make more unique classes and give them some skills that fit, but even the more well known ones can be made less mundane by doing so.

Take the priest class for example. They are generally known to be a healing class, but light magic can also make sense for them as a means for use a stun attack. Alternatively you can allow them the ability to summon spirits, though that sounds a lot like Yuna from FFX.

Character abilities

I don't think we have this yet, I searched and haven't found anything on it. Anyway, I'm curious of different developer's approach to presenting the player characters with a variety of abilities for strategic gameplay.

I'm not sure where this would lead, but just thought it might be helpful to discuss the player characters abilities in general. Which unique abilities would be cool or which would be gamebreaker, you know.

[Poll] World Maps vs Area Maps

Yes speaking of warping, I just thought of another point that might support connected areas. How about the freedom to choose where to leave a warp in correspondence to where you should put a broken bridge in the game?

[Poll] World Maps vs Area Maps

Personally, I prefer connected areas, no offense to those who prefer world maps. My reasoning is that world maps seem to make it so that each area such as towns or dungeons are stand alone sub zones where when you're done exploring it, you don't need to bother with it again and the only connection between them is the world map where you exit to to go to another area.

Connected areas offer more mystery and exploration. For example, finding out that Lost Woods is connected to Goron City. Sure world maps can rarely offer secret passages connected different areas but they usually need to use some excuse like it goes underground, in any case very limiting. It's just my personal opinion however.

Difficulty: Challenge vs Frustration

EDIT: Yeah, the fake difficulty page seems to be a good assessment for what's frustrating in case some people still don't get it. Sorry if I didn't word it as well before.

Difficulty: Challenge vs Frustration

Would this be the definition of frustrating we're looking for?

Challenging? Difficulty that doesn't rely on it.

How soon do you have to reveal the main antagonist?

Early enough time to allow the villain to flesh out is the optimum I think. I mean, giving insight to them and showing how and why they're the biggest threat.

Aside from that I like them to be revealed the later the better. It might just be personal opinion, but I think there are advantages of not revealing them too soon. Aside from the more obvious reason, which is plot twist, I also believe it helps maintain the villains ominous aura.

There's just something about talking of the great deadly feared entity for the 500th time that makes it sound casual. Or having a "Muahahaha! So we meet again!" moment with them for the 50th time that makes them seem like a roommate.

The problem with giving the heroes something to chase though, I don't think the villain needs to be revealed for that. You can have a mysterious crisis going on and the heroes must discover the villain is the root of it or they could be the mysterious leader of some organization.