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RyaReisender
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Game elements you haven't seen before, but want to
Actually that just inspires me to something:
A game where battles are like quiz game shows! Like real quiz questions from real life being asked and a correct answer will result in a successful attack (or something).
I like RPGs and I like quiz games, so why not?
A game where battles are like quiz game shows! Like real quiz questions from real life being asked and a correct answer will result in a successful attack (or something).
I like RPGs and I like quiz games, so why not?
Making Stats Matter More (than just hitting shit real hard).
Romancing Saga? Only released in Japan and has completely random growth.
Yeah, that game is quite western, despite being released in Japan only. If you ever read an interview with Kawazu? He even says himself that his games are inspired by western RPGs, mainly Dungeons and Dragons.
Why put a limit on something because of where it comes from?
You don't put a limit, you just find a term to describe a certain phenomenon. You are always free to create your own genre. It's really like with music. If you want to make music you aren't limited to the big genres like rock and metal. Maybe you want to combine two and mix in some of your own ideas, you can do that. Often it creates a new name for a genre (like nu metal).
We've established that we don't want to limit ourselves to what you are suggesting.
None of the suggestions so far include anything that isn't covered by what I said. I consider all of this as "getting stronger" no matter how you combine the effects.
In that regard what I like it if for example weapon types or elements are put into stats and they all have the weapon or element typical effects.
But what's even cooler is if different weapon types or elements are converted into stats and each weapon or element is reflected by 2-3 stats. However all the stats are used by different weapons and elements (balanced so that each stat is equally useful). For example if you use a bow you need strength, dexterity and agility whereas if you use a knuckle you need strength, willpower and vitality. If you cast a light spell you might need intelligence and willpower, but a water spell might depend on intelligence and vitality.
As for free stat distribution I can't imagine any system betters than the one used in Ragnarok Online (pre-renewal):
STR - more melee damage, can carry more
AGI - attack speed, evasions
VIT - MaxHP, defense, status change resistance (though some status changes can be reduced by STR, AGI or INT instead)
INT - MaxSP and more magic damage
DEX - More ranged damage, higher accuracy, slightly increases attack speed
LUK - Criticals hits, lucky dodge (dodging that can't be reduce by high accuracy)
That system is really clever because no matter what class you imagine it needs a bit of each stat and it allows you so many different builds like do you want to have a bit less damage but attack double as fast and rely on dodging for defense or you do you want to attack slow with high damage but get some vitality to reduce damage and be immune to status changes?
I tried to design different stat system with either more or less stats, but none of them worked out quite as well.
Making Stats Matter More (than just hitting shit real hard).
Fixed character growth is a core aspect of a JRPG. That's why you say that a JRPG is "more western" if it features customization.
Making Stats Matter More (than just hitting shit real hard).
Well my point was that if the game is linear and has fixed character growth (like in most JRPGs) it would suck if you needed certain stats to do some things, because you really just want to do everything on the first playthrough. I put it in constrast to open world RPGs with free character customization where such a thing makes actual sense.
How to add fun to grinding?
Yeah but on the other hand I grinded in FFX just because moving on the character growth board thingy was so much fun.
Making Stats Matter More (than just hitting shit real hard).
author=Link_2112author=RyaReisenderNope. If that were true this topic wouldn't exist.
For your normal JRPG stats should only make you stronger.
Just because people talk about it doesn't mean it's a good idea.
Game elements you haven't seen before, but want to
Dude, that's really hard because most things are at least in one game. But I often think that one thing is really only in one game that is very unknown or that didn't execute it very well which inspired me to a similar idea but more polished.
I mean your inspiration needs to come from somewhere. You don't just make genius ideas out of nothing.
Plus the unique ideas I had all were made into games in the first place by me, lol.
Well and many ideas are just battle systems that never existed before.
But why should I publish those ideas for free? I'm kind of scared someone steals them haha.
Hire me as game designer, then I'll develop some unique ideas never been in a game just for you. :-)
Well one thing that should exist but doesn't: A Wizardry Roguelike
Also here is one sample idea, I made a game with based on this idea once, but it got lost (and didn't run on Windows XP and newer anyway): Asynchronous multiplayer, for example a shmup where the second player is playing a small orb that is reflecting bullets and can't die and his main task is to fly into the bullets to reflect (remove) them to make it easier for the first player who controls the ship to survive.
I mean your inspiration needs to come from somewhere. You don't just make genius ideas out of nothing.
Plus the unique ideas I had all were made into games in the first place by me, lol.
Well and many ideas are just battle systems that never existed before.
But why should I publish those ideas for free? I'm kind of scared someone steals them haha.
Hire me as game designer, then I'll develop some unique ideas never been in a game just for you. :-)
Well one thing that should exist but doesn't: A Wizardry Roguelike
Also here is one sample idea, I made a game with based on this idea once, but it got lost (and didn't run on Windows XP and newer anyway): Asynchronous multiplayer, for example a shmup where the second player is playing a small orb that is reflecting bullets and can't die and his main task is to fly into the bullets to reflect (remove) them to make it easier for the first player who controls the ship to survive.
Making Stats Matter More (than just hitting shit real hard).
For your normal JRPG stats should only make you stronger. To make them matter more I'd simple change the algorithm of their effect, so that for example just 1 point higher already means 50% stronger.
For open world RPGs that allow free characters builds, it makes sense to make it more DnD style. Like if you have enough Strength you can break stuff like weak doors. If you have Intelligence, you will notice important hints in books. If your awareness is high, you will find secret doors. If your dexterity is good you can unlock stuff and disarm traps. Agile character can jump over cliffs. And only people who learned swimming can swim. And so on.
For open world RPGs that allow free characters builds, it makes sense to make it more DnD style. Like if you have enough Strength you can break stuff like weak doors. If you have Intelligence, you will notice important hints in books. If your awareness is high, you will find secret doors. If your dexterity is good you can unlock stuff and disarm traps. Agile character can jump over cliffs. And only people who learned swimming can swim. And so on.
What elements from existing games would you like to see reused?
Yeah I like secrets like that. You just walk around and randomly stumble upon a character in distress and you help him and then he suddenly ends up joining your party. That's awesome.
Also since you mentioned Star Ocean 2 - Generally the idea that the final boss can be harder. I like that! Because often in RPGs it's so they have a few secret super bosses and when you defeated them you get some awesome equip or spell or something. But at the point you defeated them you don't really need anything anymore, so getting a reward from it in the first place seems to be pointless. But if the final boss can be made harder, it's actually worth doing all the optional content and getting all those ultimate weapons. Maybe you will be rewarded with special ending scenes.
Also since you mentioned Star Ocean 2 - Generally the idea that the final boss can be harder. I like that! Because often in RPGs it's so they have a few secret super bosses and when you defeated them you get some awesome equip or spell or something. But at the point you defeated them you don't really need anything anymore, so getting a reward from it in the first place seems to be pointless. But if the final boss can be made harder, it's actually worth doing all the optional content and getting all those ultimate weapons. Maybe you will be rewarded with special ending scenes.













