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Board Games and Video Games

Yeah, exactly like that, unfortunately I have those already. =3
Should play them again.

Board Games and Video Games

Hey guys, only slightly related to the topic, but I'm looking for video games that feel like board games. They should be playable on a current gen console or windows vista and newer.

Basically something like Unlimited SaGa, but it can be even more board game-like.

I remember back in DOS days there were actually quite some games that really played like board games except that you could play against an AI and the board was larger than would fit into the living room. But something like rolling a dice then moving on the board and dependig on the field you landed there was some kind of event.

They can also be exact copies of board games, but then they should at least feel pretty RPG/Strategy like (not just a puzzle game or something).

[Poll] How often should equipment change?

Oh this a nice thread for me to rant a little about modern RPGs.

What is really bothering me about equips recently (not only in modern retail games but also in indie RPGs this is often a huge issue) is that they hardly have any meaning at all. You just come to a new town, buy all the new equipment stuff and continue. You won't really have the feeling that you are now much stronger thanks to the equipments.
Why do these games even have equips in the first place? They could just remove the whole equipment system altogether.

Of course one larger problem is that most RPGs these days are too linear. There is nothing like an optional cave with hard monsters which you instantly die the first time you visit it, then buy some good equip later, come to back to it and really feel how much it made you stronger.
Another thing that adds to the problem is that usually the equip available in shops are affordable right away. You wouldn't return to a town later to buy equip because previously you couldn't afford them. Most games really direct you so clearly that it will always be the same set of equips you have when clearing a dungeon.

Some games try to make equipments more unique by mixing stats but often they fail badly at it and really just confuse the player further. Whether the player uses that sword that gives ATK+10 DEF+5 or the one that gives ATK+11 Dodge+5% often really doesn't make any noticable difference.

Alone the poll in this thread is already bound to lead to a fail RPG. As LockeZ already correctly stated, there can't be an arbitrary "every x levels a new weapon" number that automatically leads to good result.

If you want to make an actually good equipment system you should try to accomplish the following:

1. Only add new equips when it's actually noticable that they are much stronger than the correct ones (at least double if not triple power, e.g. 5 -> 15 -> 45 -> 135 -> 405 -> 1215).

2. Do NEVER think of "every X levels", design it around the dungeons instead. In a part of the game where there is a lot of backtracking, the monster difficulty won't increase much, no need to add new equips here. But now the party is supposed to visit a hard dungeon they previously couldn't beat? A good time to offer new equips.

3. If the new equip is not 2-3 times more powerful than the previous one, make it work noticably different. Do not just shift random bonus stats in, those are pointless! Rather do something like one weapon that attacks twice and consequently can kill 2 weaker monster in one turn and a weapon that attack all or a row of monsters. Use elements or weapons that are particularly good against a certain race.
IMPORTANT: Different doesn't mean complicated! Keep stats as simple as possible! Each equipment TYPE should only be able to raise 2 stats, even special treasure chest ones. Think of an easy to understand system beforehand!

Basically your goal would be: If you removed all weapon sprites and gave all character random equip, then go into a battle and let your friend play the battle, he should be able to tell exactly which equips the character have equipped simply but how the damage is.

If you can't accomplish something like this, might as well remove the whole equipment system as stated above.

[Poll] How Much “Planning” Or “Prepping” Do You Do Before Starting Your Game(s)?

Going episodic is particularly bad for players. I prefer playing finished games, you won't ever see me downloading and playing a game that says "Episode 1" or "Act I". It's just a turn-off.

If you have trouble making larger-scale games, then learn how to plan small. It's not too hard to plan a story that only involves 3-5 dungeons and is still interesting, just need to think more out-of-the-box (but that's better anyway).

Safety: Life Is A Maze

Hey, any news about the development progress?

[Poll] How Much “Planning” Or “Prepping” Do You Do Before Starting Your Game(s)?

I dunno, if I make a game with placeholder graphics, it ends up basically finished except that I'm too lazy to make real graphics for the placeholders in the end.

Being taken seriously.

In defense of that, I think the problem is not only the game being made in RPG Maker but rather the game simply looking exactly the same as other games.

Even though I don't mind games being done with RPG Maker, I also notice that psychologically I do enjoy games that use a tileset I didn't know yet more than games that use a tileset I have already seen.

Even worse is "always the same GUI and font", especially in the menu, save and battle menus. People hardly alter them so you just get tired of them eventually up to the point where you see screenshots and don't feel like even trying the game anymore.

Board Games and Video Games

Dunno, many JRPG are just "Damage = Attack-Defense(+-20%)". Also the character progression is linear. D&D has a huge variety of possible viable builds, you won't see that in JRPGs. Even if they offer an unlinear leveling system it usually ends up with only one build being useful (see FFXIII-2 for example).

Also the complexity of what you can do is much higher in Pen&Paper too, because the GameMaster can adjust while a video game can't do that so well.

[Poll] Other Travelers

author=Dyhalto
Already been done. In 7th Saga, the other six adventurers are floating around from town to town where you can either recruit, fight, or shit-talk them, based on your disposition.

In that sense it also happens with most SaGa games as well as Sword of Mana and some other games.

But I think here it is meant more like a full AI that actually plays while you play.


If you really give it a huge complexity and make the game actually play itself (which is hard but not impossible to program), then that would be pretty awesome. You could make all NPCs actually having stats too, they have to fight, level up (player doesn't see it but it's done in the code), if they die they leave a corpse behind that you can loot.
Maybe there's one NPC who is actually dedicated on putting items into treasure chests for fun. Maybe he's rich and bored, a magician or an angel.
Have a variable that defines the goal of each NPC. If you have a similar goal, they might team up with you, but if you stray too far away from the goal, they will leave the group again.

Only really works for games that are sandbox-esque or at least very open world.

Board Games and Video Games

author=LockeZ
for the sake of the discussion here I'm pretty sure those qualify as board games

I mean they do have obvious differences from other board games, but they have every quality of board games that the video is saying you should look at and learn from. (Plus RPG mechanics and continuous play over multiple sessions, which are important things to learn about. So it makes sense that they'd teach you more than other board games.)
Well yes you are right, they are somewhat board games too. Though if the reasoning is "Board games try to be simple and fun and that's what you should try when making video games too", then you could argue that Pen & Paper rulesets are often much more complex and harder to understand than at least most JRPGs.


Thread also makes me think of Unlimited Saga, which is actually one of my most favorite games particularly because it feels more like a board game, yet is generally hated by others.