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RyaReisender
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Are achievements a poor way to increase game length?
Yeah, especially in RPG Maker / IndieRPG scene, how often do people really play through those twice? I think for those smaller projects it's better to just polish the game as much as possible rather than adding anything like replay value or stuff to stretch game time.
What elements from existing games would you like to see reused?
Even Dungeons And Dragons Online has on-screen combat. But it's a good MMO anyway.
Online-based TTRPGs? The main problem with that is the increased effort a game master has with remembering all the world status (like which door is open or not) and also suffer from being very slow (having to wait until everyone came on and replied and stuff every turn).
Online-based TTRPGs? The main problem with that is the increased effort a game master has with remembering all the world status (like which door is open or not) and also suffer from being very slow (having to wait until everyone came on and replied and stuff every turn).
Looking for inspiration for events in my world
I honestly recommend that you play Romancing SaGa - Minstrel Song for inspiration. I think such an open world system would be perfect for your game. I'd improve the Event Rank system though.
If you want more info without playing it, I can also describe it in words.
If you want more info without playing it, I can also describe it in words.
What elements from existing games would you like to see reused?
Well, in fact there aren't actually many games that combine "battle system" with "multiplayer". Most multiplayer RPGs are action RPGs. Even MMORPGs to 99% don't have a separate battle system, it's all on-screen.
I really wish something like that would be made. Like you play online, join up with someone and then there is a battle in form of random encounter or touch a monster sprite on the map and then you get to a different screen with a real battle system and then you enter commands for your character and the other player enters commands for his character.
I really wish something like that would be made. Like you play online, join up with someone and then there is a battle in form of random encounter or touch a monster sprite on the map and then you get to a different screen with a real battle system and then you enter commands for your character and the other player enters commands for his character.
Battle party size and balancing
It's not necessarily bad if you don't have an overview over the battles. I like inputting commands all at once and then the turn is executed. Even with 5 or 6 or more characters. You can't predict everything that's true, but that's part of the fun. And healing a character by thinking he might be hurt before the healer moves is just part of the tactic.
Doing stuff, but getting nothing done....
Doesn't really happen that often to me once I start making a game because I create extensive game design notes beforehand, of course those notes even get thrown in the garbage and remade until I think they are perfect.
I still get nothing done, but that's because I always lose motivation mid-development, mainly because aspects of game creation I don't enjoy.
I still get nothing done, but that's because I always lose motivation mid-development, mainly because aspects of game creation I don't enjoy.
What elements from existing games would you like to see reused?
Battle party size and balancing
Skills don't really need to be just one or all.
If you have a party of 6 placed in a 3x2 field, you could make attack that hit a row or a column or in a 4x4 area or one field and the 2-3 adjacent fields, etc.
If you have a party of 6 placed in a 3x2 field, you could make attack that hit a row or a column or in a 4x4 area or one field and the 2-3 adjacent fields, etc.
Battle party size and balancing
I like bigger party size more. 5 (FFIV) and 6 (Suikoden) already got me convinced. For 7 and more the battle system really needs to be designed around it.
In Unlimited SaGa you had 7 character but could only do 5 actions per turn (possible to use same character again), so you could have 1-5 characters out per turn and the others recovered.
In the LastRemnant you can have 15 character in battle at once, but they are put into groups which you can pretty much divide as you'd like to and there are kind of two battles at once, the group battle where you move your groups, give them commands and think about positioning and so on and the single battle where one group just fight another group and you just need to input some quick time actions to improve the outcome.
In Unlimited SaGa you had 7 character but could only do 5 actions per turn (possible to use same character again), so you could have 1-5 characters out per turn and the others recovered.
In the LastRemnant you can have 15 character in battle at once, but they are put into groups which you can pretty much divide as you'd like to and there are kind of two battles at once, the group battle where you move your groups, give them commands and think about positioning and so on and the single battle where one group just fight another group and you just need to input some quick time actions to improve the outcome.
What elements from existing games would you like to see reused?
author=Sooz
I'd love to see more games with just exploration as an element. Yume Nikki and Symphony of the Night are two examples: there's lots of little neat side areas that have little or no real contribution to the gameplay but look cool and are fun to find. It makes even doing a slog through a game feel rewarding, just because you found something different.
There have been quite some of these types of games recently. On first thought Miserere and Dear Esther come to mind.
This isn't exactly gameplay related, more story-related, but I love when games pay a lot of attention to their NPCs - give them a reason to be there! It really helps the setting and overall atmosphere. I guess what I'd love to see again is a diverse cast of NPCs with quests/backstories that are character-specific and help you discover more of the world. BoFIV and Legend of Mana did this really well (though the latter had a terribly weak main plot). Heck, even FFXII had okay NPCs.
I want to see more effort in world-building and not just in a bunch of stupid logs explaining all the shiz (I'm looking at you FFXIII). It's the old 'show, not tell' thing. NPCs used to help with a lot of the 'showing' but this generation kind of killed them off for obvious reasons - you know a character isn't important when their polycount is low and they're just a recolor of another NPC. XD
I guess these things are all present in many western RPGs. Especially all those 2D-ish ones like the Spiderweb games.
Oh, and hand-painted/pre-rendered backgrounds, please. I miss them. Stylistically it can be a great choice. Solotorobo and Bravely Default had some awesome backgrounds if we're talking about more recent games and how they could be implemented.
I'm not sure if we mean the same thing, but I generally want that old "You walk on pre-rendered pictures" style back. May it be hand-drawn with water colors like in SaGaFrontier 2 or photo-realistic like in FFVII or Star Ocean.
I think that is my favorite "walk map" style. I like it a lot when the camera is fixed than when you have to turn it around all the time.
First: FF6 Multi party battles for RPGs, it could be used even better in games where the plot sets you in a war and you have a verty very large cast of characters as your army (like Suikoden)
True! This idea is pretty cool but not really used too well. I guess that one FFVI Locke-themed bonus dungeon executed it pretty good, though.
Reading FF6 and "multi" makes me think another thing I would like to see:
- RPGs where a second player can take control of half the characters in battle (in FF6 you could set it so that in battles you can enter commands with a second gamepad too)
Also:
- A versus and co-op mode in SRPGs! Shining Force 2 had this as a cheat, but I'd like to see it implemented properly, including allowing the 2nd player to move the enemy forces rather than them being moved by the AI













