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The Screenshot Topic Returns

I believe that Tau's second screenshot is supposed to be a marsh. Swampy kind of place.

Using faces in RPG Maker.

There's varying degrees of "important." You might give a name and a face to a character who is just an NPC you rescue or do some sidequest for, but that person really isn't important afterwards.

I wouldn't worry too much about tipping off that a person is important, there's often plenty of named/faced NPCs aren't in RPGs. The contrast will be in your writing, not just "oh man, he's got a face, he's a big deal."

Skippable combat?

I prefer allow easy skip battle over insta win battle.

Just a simple demo question.

author=prexus
Your demo shouldn't...
A) Keep anything hidden from the player.


...why not?

Skippable combat?

author=narcodis
I think more likely the choice is they'll stop playing altogether if they're frustrated with the battles or find a certain part of the game boring, which is the greater problem to worry about.

This is the point. There could be other elements to the game they'd rather be playing or experiencing, and certain portions of the game are just a bother.

@Avee

That original C.) wasn't valid. If the game developer lets you skip battles, then by nature it's not cheating. Cheating would be doing something the game developer did not intend. Like opening the editor and giving your character max level and max money.



At the end of the day, it's all up to the dev how they want their game to be played. Usually, it's to let the gamer skip something even the dev doesn't think is all that important. Like a mission briefing before a bullet hell type game. It's there if you want to see it, but you can skip it to get to the real action, it's not that big a deal.

Skippable combat?

author=LockeZ
The chase scenes in LA Noire didn't feel like a minigame to me because there wasn't any part of the game that felt like "core gameplay". But the investigations and interviews were presumably supposed to feel like the core gameplay and I totally get where you're coming from.

You're right, which is why I edited my previous post, but you responded first. I guess I can save it by saying 'in general' about minigames.

It's an even bigger stretch for rpg combat, but let's say there's game content that the user is much more interested in. Giving them the option to skip what they don't feel like playing isn't completely unreasonable. It just seems odd in the case of rpg combat.

Skippable combat?

I dunno, admission of flawed gameplay is assuming a bit much. You may be right, but that could also just be completely a design choice...

I don't feel like doing this anymore, let's move on to the interrogating, that kind of thinking.

Skippable combat?



There's a place for skipping combat, cutscenes, other game content. It's not all rpgs though, or most rpgs for that matter.

I would say, allow the gamer to do it, but highly discourage it.


Coming up with a story as you go


I start with a premise. Then I fill in the gaps as I go.

It's really not that bad at all in RM, because of how easy it is to retroactively change your story.

I mean you're bound to come up with new ideas as you go. No point in limiting yourself. I recently created a new country just to make one (already completed) scene cooler.

Though, honestly, I don't think this is what you're talking about.

I'll put it this way, writing is a skill. Obviously. Some writers are much better at spontaneous writing than others. Others need to plan it out in advance.

A similar example could be music. Somebody could sit down at the piano and play an impromptu masterpiece. Others might need some sheet music or some practice.

Yeah, most of us can't keep a story straight if we write it on the spur of moment, but hey, some people might be damn good writers. So, yes, it's certainly possible to enjoy a spontaneous story.

Is modular story based game content the way to go?

Well, I do it. Probably on a more obnoxious scale than you have in mind. Personally, it's my design choice for two reasons: I don't like making filler and I love developing more characters.

I will say this. I don't much care for this, but I'm sure many other rpg gamers might not enjoy the lack of story continuity or lack of multiple dungeons.

I played SaGa Frontier 2, and I remember being disappointed that I kept losing my party to generational time shifts and had to start anew. That might be an issue.

Anyway, it's an entirely valid approach and certainly not a cop out if you don't make it a cop out. I just imagine that it's the kind of experience that's not for everyone. SaGa Frontier 1/2 being a great of example of the method's strengths and weaknesses.

My approach is more like the FF6 style short stories, where different PCs meet up with others along the way, at different times and places.