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Why do I have a member title.

This thread.

Oh bother.

[Poll] Judging whether to download a game? What do you look for?

author=Lucidstillness
Visuals and presentation are what make a person want to play an RPG.

Gameplay is what makes a person want to keep playing an RPG.

Storyline and music are what will make a person want to remember an RPG.


I remembered this quote from a few years ago. Think it applies pretty well to this discussion.

[Poll] Judging whether to download a game? What do you look for?

For me, time invested in playing is a bigger issue than money spent... so when I want to play games with great graphics, I go for commercial stuff. Free indie games just can't compete in that department.

Therefore, when I peruse RM games... I don't really care much for graphics. I'm more interested in people's game ideas. Concepts, gameplay features, etc.

I originally would have said 'writing,' but the level of writing on here is laughably bad. The very best of the bunch, as in the handful of projects touted primarily for its writing, is only about as well written as a morning soap opera script or a weekly webcomic... impressive for an amateur... but still not worth my time. A sad revelation for me, since the very first game that I tried here was well written.

So um... I guess description and screens to see what type of game it is, or what sort of setting is being constructed.

Post an insane lie about the person above you

Wildwes' real name is William Henry McCarthy, Jr. He was once an outlaw on the wild west better known as Billy the Kid, until his supposed demise at the hands of Pat Garrett. The truth is Wildwes survived the encounter, and now terrorizes the modern wild west known as RMN.

Post an insane lie about the person above you

Neither Le Marc nor Danny Ocean's crew beat Baron Francois Toulour AKA the Night Fox to the Imperial Coronation Egg.

It was stolen first by Nightowl.

What Videogames Are You Playing Right Now?

author=Craze
your proficiency with commas is how i feel about the series outside of abyss/vesperia


Surely Tales of Destiny was a great adventure, no?

Anyway, I got FE Awakening. Haven't opened it yet, but that's next on the agenda.

The Screenshot Topic Returns

Solid. Not too empty, everyone looks busy.

I never understood the indoor shadow, though. What light source could possibly make that shadow?

Also, the bottom wall doesn't make much sense. The wall on the bottom is below the side walls. If you want the look of a cutout cardboard box, remove the bottom wall and put sheer black there. If not, you could extend the side wall down and wrap it all the way around to the doors.

Otherwise, it makes the entrance look like a small bridge and the entire building is raised.

Logical Dungeons in RPGs

Stereotypical jrpgs didn't feature logical dungeons and relevant enemies.

Underground dungeons beneath the enemy castle shouldn't have mechanized traps. Roads between towns shouldn't be infested with monsters. Fancy swords shouldn't be lying around in random caves.

In fact, stereotypical jrpg stories/settings aren't particularly conducive to logical dungeons and relevant enemies that include elements that you want to include.

How would you spin Lufia 2's puzzles in order to make them sensible at all those locations?

Keeping the plot focused

I think they're rare in tradition jrpgs. Games like Lufia, Wild Arms, FF... you're often doing stuff that has nothing to do with the major conflict.

But the early Suikodens did keep you on topic most of the time, I think? You were fighting soldiers most of the time and really only encountered RANDOM monsters in the open world. Everything you're doing works towards the war effort. It's a superior setup imo.

Logical Dungeons in RPGs

author=Zachary_Braun
I think that it would only require a little bit of creative thinking to create puzzles that follow the theme of the dungeon and circumstances. In a cave, how about a puzzle that's a monster?

In that respect, RPGs can take a hint from puzzle and action games... I'm thinking of certain sequences where the hero in an action game would follow a villian to the top floor where a bomb had been placed, and the player suddenly had to disarm the bomb, but first, a kidnapped scientist somewhere who was forced to wire the bomb has the schematics...



You can always have conjure up scenarios that match the activity. But sometimes in an RPG setting, that's more difficult.

Does there have to be a hostage and a bomb at every location you arrive at?

Even if you just talk about the dungeon in between two towns in an RPG adventure. For example, a forest between Town A and B.

It might be totally illogical for this forest to be a total maze. I mean, how do normal civilians get thru to Town B?

You could set it up that the forest is easy to pass through normally, but it's blocked off by the evil empire's army or whatever. Instead, you have to go through some less traversed cavern inhabited by foul creatures, and boom there's your dungeon. But do you need to find an excuse to block off major roads between every single town? At some point, the mazy forest might be more believable than some of the scenarios you wind up with.

Really, the best option is to have a world that is inherently difficult to travel across. Such that nobody can normally travel it. Then, the difficulties are more sensible. That, however, dramatically changes the type of world you can develop.