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Let's Write a Story! (RMN SPACE ODDESSEY)
author=pianotm
a complete enigma.
He didn't want to bring the damned cat in the first place!
Now here he was, turning the ship around, like an irritated mother fulfilling her threat to her obnoxious children.
"A rough and tumble space marine, going through hell for a cat."
"What will your buddies
think when you bring their cat back?"
"McDoogle and Jam Five will understand just fine. They were there that day."
"Jack, it's been 8 years."
"I know, Mary. And it's still buggin' me. That's how big of a deal it was. Snowball has to go."
"Jack, you're an idiot. The
Making game overs engaging
Yeah, Tragedy Looper and Time Stories. Though Time Stories is more about using past information to be more efficient the next time.
I can see the concept applying to a JRPG that was thematically built around it. Say every battle in the game ended on the 6th turn when the enemies use a powerful finishing move, and the players job is to determine the conditions that let the enemy use their move and prevent them.
An example is fighting a priest, ritualist, and cultist. The cultist uses life sacrifice spells to deal heavy damage, but the priest seems to only heal the ritualist. You aren't entirely sure what will happen on the 6th turn, so you take out the cultist since he's the most threatening. The final turn comes around and the ritualists chants a spell that uses the cultist's corpse as a sacrifice and wipes the party. Game over. So now next time you have some choices - keep the cultist alive or stun the ritualist on the 6th turn. If you stun the ritualist, the priest acts first and heals him. If you keep the cultist alive, he acts first and uses a spell that sacrifices his remaining HP. Game over. Okay, now we need a new plan. Keep the cultist alive and stun him on the final turn, blocking his suicide. And so on.
Each game over the player gets stronger. Not through stats, but knowledge on what will happen.
I can see the concept applying to a JRPG that was thematically built around it. Say every battle in the game ended on the 6th turn when the enemies use a powerful finishing move, and the players job is to determine the conditions that let the enemy use their move and prevent them.
An example is fighting a priest, ritualist, and cultist. The cultist uses life sacrifice spells to deal heavy damage, but the priest seems to only heal the ritualist. You aren't entirely sure what will happen on the 6th turn, so you take out the cultist since he's the most threatening. The final turn comes around and the ritualists chants a spell that uses the cultist's corpse as a sacrifice and wipes the party. Game over. So now next time you have some choices - keep the cultist alive or stun the ritualist on the 6th turn. If you stun the ritualist, the priest acts first and heals him. If you keep the cultist alive, he acts first and uses a spell that sacrifices his remaining HP. Game over. Okay, now we need a new plan. Keep the cultist alive and stun him on the final turn, blocking his suicide. And so on.
Each game over the player gets stronger. Not through stats, but knowledge on what will happen.
Making game overs engaging
In PlaneShift, an old MMO, when you die you go to the death realm and have to find the exit to return to the normal world. Each time you do, you spawn in a progressively deeper part of the death realm and have more of an adventure finding the exit. But the place was more than a labyrinth - it had NPCs, quests, and actual content to explore.
I've also played some time traveling detective board games where a game over is part of the game play. It resets the game and you get to use all the knowledge you've accumulated from your past attempts to make better decisions and get closer to solving the case, which would be mostly impossible the first few tries.
I've also played some time traveling detective board games where a game over is part of the game play. It resets the game and you get to use all the knowledge you've accumulated from your past attempts to make better decisions and get closer to solving the case, which would be mostly impossible the first few tries.
[RMMV] Enemy moods: what else could I do with this mechanic?
I recommend checking out the excellent rouge-like Renowned Explores.
The combat is entirely mood based:
http://renownedexplorers.gamepedia.com/Mood
http://renownedexplorers.gamepedia.com/Attitude
Every player and enemy has an attitude, like confident or terrified, and the player/enemy parties as a whole have a mood, like friendly or devious, which cause battle-wide effects. In the game it's perfectly valid to defeat an enemy by convincing them your side is right, or insulting them until they feel frustrated and leave.
Side thought - have you considered renaming Nervous to Cautious? Aggressive and Diplomatic are equally valid, but often opposite solutions. With Nervous and Confident, it just seems like Confident is better.
The combat is entirely mood based:
http://renownedexplorers.gamepedia.com/Mood
http://renownedexplorers.gamepedia.com/Attitude
Every player and enemy has an attitude, like confident or terrified, and the player/enemy parties as a whole have a mood, like friendly or devious, which cause battle-wide effects. In the game it's perfectly valid to defeat an enemy by convincing them your side is right, or insulting them until they feel frustrated and leave.
author=geri_khan
Aggressive boosts damage
Diplomatic boosts healing
Nervous boosts evasion
Confident boosts... uh, I guess Defence is left?
Side thought - have you considered renaming Nervous to Cautious? Aggressive and Diplomatic are equally valid, but often opposite solutions. With Nervous and Confident, it just seems like Confident is better.
[RMMV] Enemy moods: what else could I do with this mechanic?
author=geri_khan
Each enemy has a mood, measured with two hidden variables
author=geri_khan
players are not explicitly told an enemy's mood, and must figure it out
This sounds dangerous. If the system isn't transparent enough, you run the risk of players ignoring it completely. If battles are balanced in a way where exploiting the system is required, players will find the game too difficult and quit.
What could make the system compelling is if the only way to win a battle was to accurately guess what moods the enemies are in, then play a power move that succeeds or fails based on whether you were right - like your Boast skill that fails if a single enemy is Confident. Then the flow of battle becomes spending a few turns feeling out what mood the enemy is in, applying some manipulation skills to force them into the mood you need for your big finish, then pulling the trigger when you're sure your logic is sound.
[RMVX ACE] What do you consider a playable/smooth FPS?
author=kory_toombs
Though I have no idea how to know how fast my games run. You need some spanky program to figure that stuff out.
Press F2 while testing your game in window mode. The frame rate will appear next to the window title.
Screenshot Survival 20XX
Marrend, the new layout is a lot more clear. In the first screen, I had no idea why different characters got different XP, but now it's immediately obvious.
[RMMV] Preview of Talk & Empath Battle System (like Shin Megami Tensei)
I have no idea what's going on. Like, is the monster asking those questions? What's the point of actions like taunt and bribe when they all lead to a random question? Plus, it's unclear how any of it affects the battle.
The whole system can definitely benefit from being more transparent and explained/tutorialed.
The whole system can definitely benefit from being more transparent and explained/tutorialed.














