RYAREISENDER'S PROFILE
RyaReisender
200
Search
Filter
You Are Not The Hero! Review
I don't see that honestly. I'd rather say that if one aspect of a game is horrible, no matter which one, the whole game is ruined. If anything I'd see story as an exception, because you can just skip that. Graphics can't really be avoided.
Are You An “Item Hoarder?”
Better not start with equips, there are a whole different story altogether. Flawed game design forces you to basically always keep every equip if you don't have a walkthrough. Because there are games where you need your starter weapon for crafting later on. And it can't be bought!
Are You An “Item Hoarder?”
1. I'm an item hoarder.
2. I think the concept of items is pretty useless in most RPGs.
3. A good item concept is when:
a) The item amount you can have is very limited and easy to reach (e.g. x9 in Secret of Mana).
b) It's possible to refill the item amount to the max easily (I rather not have items that you can only get once in lifetime and need for the final boss).
c) Items ARE actually needed to win and can't simply be replaced with healing and recovery spells.
2. I think the concept of items is pretty useless in most RPGs.
3. A good item concept is when:
a) The item amount you can have is very limited and easy to reach (e.g. x9 in Secret of Mana).
b) It's possible to refill the item amount to the max easily (I rather not have items that you can only get once in lifetime and need for the final boss).
c) Items ARE actually needed to win and can't simply be replaced with healing and recovery spells.
Which game developers do you trust?
Building On Basic Ideas
If you want some impact, why not let the main character meet someone from the outside world who tried to sneak into the city. Maybe he gets killed and the main character sees it.
Anyway, I think getting the core plot is most important, if that is suitable for a game the rest comes over time for me.
The biggest RPG I've ever planned also had a very simple idea at first "I want a cool group do cool missions" and then I just started jumping into the adventure and started with a cool beginning (just in my head). And over time I started to flesh everything out... decided how many missions there will be and what they are about, started to think about the background of the characters and what their motivation is. Their motivation then again gave me ideas for plottwists I could add.
Even when working on the game I continue fleshing it out. When I wrote the dialogues I always had more ideas on what the characters could talk about... I did it more instinctively now, though. I had all the background stories and motivations of the characters in my head, so I simple let them react based on that, without really planning what needs to be said at that point. Basically I do it like holding a conversation in real life, just that I'm role-playing all the characters.
Anyway, I think getting the core plot is most important, if that is suitable for a game the rest comes over time for me.
The biggest RPG I've ever planned also had a very simple idea at first "I want a cool group do cool missions" and then I just started jumping into the adventure and started with a cool beginning (just in my head). And over time I started to flesh everything out... decided how many missions there will be and what they are about, started to think about the background of the characters and what their motivation is. Their motivation then again gave me ideas for plottwists I could add.
Even when working on the game I continue fleshing it out. When I wrote the dialogues I always had more ideas on what the characters could talk about... I did it more instinctively now, though. I had all the background stories and motivations of the characters in my head, so I simple let them react based on that, without really planning what needs to be said at that point. Basically I do it like holding a conversation in real life, just that I'm role-playing all the characters.
Gone Home
I just think these games are too expensive. I like what they are trying to do, though. Make those games cost $5 or less and I'd buy them all.
[Poll] What do you think about multiple endings?
The same reason people like open world western RPGs. People want to decide themselves what to do in the game.
I think a game that managed to execute it perfectly is Avernum - Escape From The Pit. It's basically about that there are huge underground caverns below the world and the Empire throws criminals down there even for minor offenses and you just get the background that you did some kind of minor offense and are thrown down there and one of the more important NPCs down there asks you what you actually want to do now that you are down there and presents you with three options, which are basically the 3 options you can imagine to begin with:
1. Find a way to escape from the caverns and go into hiding.
2. Revenge! Find a way to fight the empire.
3. Stay inside the caverns and try to create yourself a comfortable life by improving politics and other situations.
You aren't really forced to follow whatever you choose back then, though the NPC will give you some pointers where to go next. It allows you basically to do everything as long as you are strong enough.
Multiple endings aren't really necessary if the whole game is linear, though. That's hard to understand indeed. They claim it's replay value, but it actually isn't. Why would I want to play a 30 hours game again when everything is the same except for a few dialogues and a different ending scene?
And even if you have the choice to follow completely different paths, why not just make two games out of it?
In Soul Nomad & The World Eaters I really enjoyed the demon path, but you first had to play through the good path (though that's kind of important, the demon path wouldn't be as funny if you didn't know how the story would normally go). It's basically two games, though.
Well most games don't even manage to allow you being the bad guy properly. Either they punish you for being the bad guy, that it's not really a benefit at all or the consequences seem too little. Even if you destroy a whole village, why doesn't the king deploy an army to hunt you down?
I kinda liked in Soul Nomad that you get to be really evil, so evil that even the demons are scared of you. And you even get a proper ending and nothing like "oops you killed all NPCs, now nobody can give you quests anymore and you can't finish the game".
I think a game that managed to execute it perfectly is Avernum - Escape From The Pit. It's basically about that there are huge underground caverns below the world and the Empire throws criminals down there even for minor offenses and you just get the background that you did some kind of minor offense and are thrown down there and one of the more important NPCs down there asks you what you actually want to do now that you are down there and presents you with three options, which are basically the 3 options you can imagine to begin with:
1. Find a way to escape from the caverns and go into hiding.
2. Revenge! Find a way to fight the empire.
3. Stay inside the caverns and try to create yourself a comfortable life by improving politics and other situations.
You aren't really forced to follow whatever you choose back then, though the NPC will give you some pointers where to go next. It allows you basically to do everything as long as you are strong enough.
Multiple endings aren't really necessary if the whole game is linear, though. That's hard to understand indeed. They claim it's replay value, but it actually isn't. Why would I want to play a 30 hours game again when everything is the same except for a few dialogues and a different ending scene?
And even if you have the choice to follow completely different paths, why not just make two games out of it?
In Soul Nomad & The World Eaters I really enjoyed the demon path, but you first had to play through the good path (though that's kind of important, the demon path wouldn't be as funny if you didn't know how the story would normally go). It's basically two games, though.
Well most games don't even manage to allow you being the bad guy properly. Either they punish you for being the bad guy, that it's not really a benefit at all or the consequences seem too little. Even if you destroy a whole village, why doesn't the king deploy an army to hunt you down?
I kinda liked in Soul Nomad that you get to be really evil, so evil that even the demons are scared of you. And you even get a proper ending and nothing like "oops you killed all NPCs, now nobody can give you quests anymore and you can't finish the game".
[Poll] What do you think about multiple endings?
Multiple endings are great, however it still is important that it's executed well.
I think it's important that the player feels he gets the ending he wanted to without having to use a guide.
I find it rather annoying if games for example offer you to flirt with the female party members and then I'm totally nice to one of the girls and still not end up with her in the end. Or when I obviously try to be the good guy and still get the neutral ending.
Also often the choices don't really have much of an impact to the game and then it's rather boring. Often there is only one good/bad meter or a value for each female character how much she likes you. But that's kinda stupid. If I decide to kill the robbers but still spare those enemy miners that doesn't mean I'm neutral and should get a neutral ending, it means that the robbers should be afraid of me and the miners should like me.
And what's even the point of those "you end up with one of the female heroes" endings when they don't change the gameplay AT ALL? You'll just see a short different scene at the end and then the advertisement says "Over 80 different endings!" basically meaning 80+ different combinations on how the party members can end up. That's stupid.
If I decide to date a girl in the game, it should be right in the game that I marry her and then the story continues completely differently.
A great example for this is Phantasy Star III for me. Here you can decide between two girls, then you will marry that girl and then you will get children together. And after that you continue playing as your firstborn son, which of course will look completely different depending on the girl and also will have different kingdoms (or no kingdoms at all), because of course if you marry that princess you'll inherit her kingdom, but if you marry that girl that saved your life, you will give your son over whatever you had. So at this point the stories evolve completely differently and again you can decide between two girls and again continue playing as the firstborn son (now already 4 different combination possibilities). In that last section the stories slowly get together again because of course no matter who you are now, you still want to stop humanity from going extinct, but the different paths still remain slightly different and consequently the ending are also different.
Hardly have seen another RPG that executed different endings so well.
I think decisions in RPGs should have a big impact on the game. Completely different order in how you visit dungeons and towns and so on.
I think it's important that the player feels he gets the ending he wanted to without having to use a guide.
I find it rather annoying if games for example offer you to flirt with the female party members and then I'm totally nice to one of the girls and still not end up with her in the end. Or when I obviously try to be the good guy and still get the neutral ending.
Also often the choices don't really have much of an impact to the game and then it's rather boring. Often there is only one good/bad meter or a value for each female character how much she likes you. But that's kinda stupid. If I decide to kill the robbers but still spare those enemy miners that doesn't mean I'm neutral and should get a neutral ending, it means that the robbers should be afraid of me and the miners should like me.
And what's even the point of those "you end up with one of the female heroes" endings when they don't change the gameplay AT ALL? You'll just see a short different scene at the end and then the advertisement says "Over 80 different endings!" basically meaning 80+ different combinations on how the party members can end up. That's stupid.
If I decide to date a girl in the game, it should be right in the game that I marry her and then the story continues completely differently.
A great example for this is Phantasy Star III for me. Here you can decide between two girls, then you will marry that girl and then you will get children together. And after that you continue playing as your firstborn son, which of course will look completely different depending on the girl and also will have different kingdoms (or no kingdoms at all), because of course if you marry that princess you'll inherit her kingdom, but if you marry that girl that saved your life, you will give your son over whatever you had. So at this point the stories evolve completely differently and again you can decide between two girls and again continue playing as the firstborn son (now already 4 different combination possibilities). In that last section the stories slowly get together again because of course no matter who you are now, you still want to stop humanity from going extinct, but the different paths still remain slightly different and consequently the ending are also different.
Hardly have seen another RPG that executed different endings so well.
I think decisions in RPGs should have a big impact on the game. Completely different order in how you visit dungeons and towns and so on.
Experience and Leveling Up
author=Link_2112
But you can't tell me that Rya is not fully off topic or those comments meant something else. Come on now.
I was directly replying to a question asked in the very thread that was related to the original topic. That's not off-topic, if anything, that's the topic evolving.
author=Erave
Am I the only one who enjoys leveling up and grinding?
Nope, I love it!
Experience and Leveling Up
What thatbennyguy said. He explained it much better than I could. :-)
My second list referred to the points with the same number of my detailed list so when I said "only RPGs have this" I referred the exact implementation of what I described to like in RPGs.
But yeah the basic point is: There are lots of things that make RPGs great and are not implemented as well in other genres, so leaving away build choices is a viable option.
My second list referred to the points with the same number of my detailed list so when I said "only RPGs have this" I referred the exact implementation of what I described to like in RPGs.
But yeah the basic point is: There are lots of things that make RPGs great and are not implemented as well in other genres, so leaving away build choices is a viable option.













