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Experience and Leveling Up

That's not true, all have to do with RPGs and I explained in each section why.
1. Music is particularly good in RPGs.
2. Dungeon exploration only exists in RPGs.
3. Only RPGs have skill-free button mashing combined with watching super combos.
4. RPGs strongly focus on immersion, though other games can have that too.
5. Strategical thinking is also mostly in RPGs.

Experience and Leveling Up

(mostly @LockeZ)

Builds are more a WRPG thing.

I grew up with Phantasy Star 2-4 and Shining Force 1&2, Sword of Vermillion, Wonder Boy in Monster World, Shining in the Darkness and I loved all those games and all had fixed character growth.

As for why I play RPGs, for me there are some important factors (weighted, so first = most important):

1. Music, might sounds silly, but music is really the most important aspect for me and in RPG it usually shines most, especially the battle themes (though some Shmups also have good music). I need my Kenji Ito and Motoi Sakuraba music.

2. Dungeon exploration! I love huge maze-like dungeons you can slowly explore and map out in your head. They NEED to make physically sense for me to enjoy them (Phantasy Star II still has my favorite dungeon design of all times, no other game managed to make such complicated dungeons again). Best is if the game gives you an instant-exit spell and the dungeon has a "wide" design rather than a "long" design (that means many possible path but the correct path isn't actually that long if you know it, I'm also fond of ways to unlock shortcuts).

3. What Grayburg said about single button press. Love it when I can just smash buttons randomly and can watch those huge super combo flashy skills (best example: Valkyrie Profile).

4. Immersion - feeling like a big hero, feeling like doing something meaningful. Not too important but it's for example the reason why I really like Ys (along with the good music).

5. Strategical thinking - may it be small puzzles or combat spell choices. I actually like the action style a lot too, but it depends on my mood. Sometimes I just want something to play slowly, without any time limit, where I can wait to make a choice as much as I want and sometimes I want to play something that doesn't require me to think but tests my reactions skills. Usually Shmups can cover the latter, but for strategical thinking it's either RPGs or maybe playing some turn based strategy game (but there aren't many good ones).

6. To stay on topic: GRINDING!!! Yeah RPGs is the only genre that allows you too balance out your lack in skill by additional effort. That's why grinding is pretty important for me. Some Shmups actually added such a think as well by giving you more credits the longer you play them (Ikaruga and Gradius V for examplke).


So yeah, story is pretty unimportant for me, I usually skip all dialogues anyway nowadays (JRPG stories aren't exactly good, if I want a good story I play a horror adventure). Also making builds (or anything that requires "menu browsing" at that) is something I consider as very tedious and game flow destroying. Also kinda ruins immersion when you spend 50% of the playing time in menus and reading guides on how to make a good build.

Experience and Leveling Up

I kind of agree with Sailerius here. If you DON'T want to use the leveling system for the grinding advantage "If you can't beat that boss, we give you a chance to grind and get stronger so you can beat him", you might as well completely drop it.

As for the argument that players shouldn't be overwhelmed with options when they start playing the game - this can easily be incorporated into the strength increase system. Think of FFX. The path in which you could choose the abilities was pretty much completely linear until endgame, but after that went completely chaotic and you could pretty much do whatever. That's exactly what you are aiming at, expect branching starts earlier than endgame, right?

Also I have my doubts it's a good idea --- I really hate to have choices, because it means I need to figure out a useful build and that's kinda unnecessary extra work for me. If a game would start with linear leveling progressing and then suddenly switches to me having to make choices, that would probably make me instantly quit that game (exactly this happened to me with Magna Carta 2).

Instead, why not give the player a choice? Make an optimal auto-path for getting the abilities. By default the ability grid will have "auto path" enabled, so you just grow stronger by the optimal path. If the players wants a higher challenge he can switch it off and manually assign stuff. Tales of Xillia does that pretty nicely (though the effects of leveling are hardly noticable in that game at all, so maybe it's a bad example).

Has anyone figured out how to doa Tactics game in RPG Maker?

The world really needs more SRPGs.

I particularly would like to see much more games that play like Shining Force with RPG gameplay in between the battles (exploring towns, finding hidden passage and treasures) and battles being fast past with auto-selecting the next character based on agility.
Only one I know is Harmonia and that's in alpha for decades now.
For reference: http://www.harmonia-online.net/wiki/Harmonia

Experience and Leveling Up

Yeah it was a problem in Xenoblade for example.

But Ys leveling system is so well done that this doesn't happen. If you do optional content and are already at the level where it's easy, you will basically get no exp, so even after 3 optional dungeons you will still have the same level. If you now go to the next story dungeon, it will be hard again but you also get alot exp (if it's super hard, you level up from only 5 kills). Not to mention that Ys is pretty linear.

It works however pretty well in full open world games where your progress is only limited by your character strength and normal random encounters scale with you, like in Romancing Sa-Ga 3 or SaGaFrontier. So the normal encounters are always challenging but the bosses are the "limiters" to progress.

Experience and Leveling Up

Leveling up in Ark of Napishtim is especially well done, because a single level up, already means you are significantly stronger. There is always a level where the game is "challenging" and on the next level the game is "fairly easy". To get from the former to the latter, you need a little bit of grinding, to level up even further than that is almost impossible, you have to wait until the monsters get harder.

I always thought that's exactly how "grinding" is supposed to be. It is a way to reduce the difficulty for players who are not so skilled. I like this solution much better than a difficulty setting (in RPGs).

Alcarys Complex giveaway #2 - Review Challenge WINNER

If you aren't Solitayre and are still interested in the game, you might want to know that that it's currently 50% off if you buy it from the developer directly.

Non-random Randomness

I'm actually often using the same system as GreatRedSpirit.

Randomness on computer is already implemented so that there must be a seed value and the chain of results will always be the same depending on that value. So why not let that seed value be controlled rather than using some time-related semi-random seed value.

In one of the roguelikes I made, I always showed the seed value of the dungeon generator to the player and I made a cheat code that allowed you to set the seed value. That way if one player manages to beat the roguelike, he can publish the seed value and others can try to beat that exact dungeon themselves. Also nice if you want to play a roguelike simultaneous with some friends. :-)

Phantom Legacy (Redux) Review

Oooh a good review from Sated, now I have to play it after all...
I was hesitant because it uses Romancing Sa-Ga 3 graphics which I'm familiar with already (really like RSG3).

Motrya

Oh nice, you added Motrya on RMN. :-)