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[Poll] When Playing Indie RPGs, What Game-Length Do You Look For?

Even the best game gets boring after 30 hours, but most games here get boring a lot faster, so let's say 20 hours tops. There is no real limit on how short the game can be as they are all free and I won't feel ripped off when it ends after an hour already. Though I guess at least one hour is needed to even get into the game mood.

So my reply would be 1-20 hours.

How do you feel about dungeon crawling?

Tartarus is probably the worst dungeon ever made. Randomly generic with only like 5 different map tiles. Incredibly boring design.

I like dungeon crawling, but more when it's like in Shining in the Darkness. Not random, but a fully thought-out huge super maze with options to shortcut a lot depending on far you progressed into the story.

Aggression, or a.k.a 'Aggro'.

In the few non-MMO RPGs I've played that had an aggro system, this usually translated to frustration, because the monsters ended up ALWAYS attacking the same character. This just let to extremely boring boss fights because they were 100% predictable.

It also often translates to very cheap tactics. Boss got a strong fire attack? Give one character fire resistance gear and then make him keep aggro.

It can also be the opposite around, frustration because one of your characters keep dieing. Like you have that one really strong attacker who is weaker on offense. But if I attack with him, since he deals most damage, he will get attacked by all the monsters and die. So I can't even make use of his offensive, instead I have to use the "Defense" command with him until the other characters dealt a bit of damage. So what's the point of having an offense-focused character in the first place?

The only time it might work out really well is when:
A) It's not 100% determined, but rather a chance, so that there are still surprises.
B) There are plenty abilities available that have a "Taunt" like effect, that give battles a lot more strategy then just "Deal most damage with your tank so he gets attacked".

The aggro system in Deadly Sin 2 was a good start I guess.

Permanent Character Death in Your Story?

On the other hand, permanent character death of an NPC can be quite a great addition to the story.

In Alundra
you just play in a small village with few NPCs and they are all designed very likeable so you get to know them well and their personality and then they start to die one by one and you really feel sad. It was so perfectly executed on an emotional level and yet since they weren't playable party members, it didn't destroy your gameplay rhythm, so no frustration here.

Permanent Character Death in Your Story?

author=unity
Just out of curiosity, has anyone gotten player feedback of "I quit playing after Character X died. They were my favorite and I lost interest in the game" or something similar? That's kind of my greatest fear when it comes to character death, especially if you're killing off a really likable character.

I actually once quit a game (not indie) after I heard that my favorite character will die.

In another game I struggled, but ended up finished it anyway.

I didn't care about FFVII's character death because she really just sucked in combat in the first place and I never had her in my active party ever.

Permanent Character Death in Your Story?

Permanent character death can completely ruin a game for me up to the point where I just stop playing it forever and never look back.

It depends which character dies, if it was my favorite character and he/she was always in my main party it's the worst.

If it's a character with a horrible personality that sucks so much in battle that I'd never even take him into my main group, I don't care too much.

I think that movies/series often manage to handle this much better by always adding something to the story that makes the character unlikeable before he/she dies.

Turn Based RPGs. Would you prefer a lower enemy encounter rate with longer more complex enemy battles?

For me it depends strongly on how low the encounter rate is.

Every battle being different and requiring a tactic rather than just smashing buttons is great, but if that means that I have to walk around and talk to NPCs and read stuff for several minutes in between every battle, then the game is too dialogue heavy for me and I'll get bored.

For example say there is a dungeon.

Too many encounters: There are only 3-5 different encounter sets and there are more than 10 encounters in the dungeon and the only real battle that requires strategy is the boss battle at the end.

Too few encounters: There are no battles in the dungeon except the boss at the end.

Correct way (random encounters): There are 10 different encounter sets that all require a different strategy to win.

Correct way (fixed encounters): You carefully design the dungeon encounters so that they are all unique. In that one room, giant rats come through the holes in the wall and bats from the ceiling. In the next one a giant spider jumps from the ceiling and a few smaller spiders join it. In another room the corpses suddenly start moving and you have to face skeletons and zombies. And so on.

T4R4D1DDL3

Why is this game marked as commercial although it isn't? You would probably get more viewers if you didn't set it to commercial.

Action game length!

author=Sooz
Not really? But I tend to find that any fun mechanic can overstay its welcome

But not in a matter of minutes.

Any really fun system won't get boring until after several hours play time.

The number of skills for characters

The number of skills doesn't matter so much, it matters more that each skill is meaningful.

A new skill should always add a new strategy previously not possible rather than just costing 20% more MP and doing 10% more damage (of course after a certain point of damage increase, that also adds to strategy, like if you have a skill that does triple damage and costs ten times as much, you will have to decide between staying cost efficient and killing the monster as fast as possible).

I can imagine combat system where each character only has 3 skills and still have every battle require a different strategy (that requires some synergies between the skills, though, y'know, like the Vanish + Doom trick in FFVI).