SEERIC'S PROFILE

I believe RPG Maker and similar programs are capable of producing fantastic, unique, and enduring experiences and I love hunting down hidden gems. That being said, I admit to a near-equal love of wonky or horribly broken games and enjoy reviewing games on both ends of the spectrum.

In my opinion, the worst thing a game can be is perfectly average as such a game lacks both passion and a sense of identity.

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Make the player use offense

While I do think that it's a valid point that most people don't just defend+heal their way through games, it's also quite valid that if a game designer provides a player with the ability to play a certain way, that way should not be 'boring' for the player. I think the initial path we took of finding ways to 'discourage' defensive play may not have necessarily been the right one (why include the possibility at all if you're just going to actively discourage it after all) and instead it may be better to think up ways of making defense more fun and less likely to bog down the 'flow' of a fight.

Of course, factors such as if the game itself is turn-based or ATB-based (or something else entirely) and what the party size is (the chance of an enemy attacking a party member who is using Defend is much higher in a party of two than in a party of five for instance) and other such matters can all make quite a big differences in the effectiveness of certain methods.

Here is an example I thought up of how to make defense more engaging and less likely to slow down the flow of combat. First, only give one character the Defend skill and make enemies direct their attacks to this character when it is used; giving it to multiple party members just raises the chance of 'wasted turns' defending against enemies which decided to attack a different party member. Second, this is a 'complete defense' skill which not only mitigates all damage, but reflects it back at the attacker(s). Third, the skill comes at a high risk; using Defend to block a large amount of damage over the course of a fight (or perhaps a certain number of hits) will 'break' the character's shield until the fight ends, which will not only remove the Defend skill, but which will also significantly reduce the character's maximum HP (at least 50%) until the fight is over. This way, Defend is actually a great offensive tool which doesn't break the flow of combat while coming at a high price if it is overused.

Make the player use offense

Here are a few ways I can think of to encourage offensive play:

1) Make healing magic nonexistent, barely useful while in combat, or extremely costly while making healing items either difficult to acquire or only able to be carried in a limited capacity. This will encourage players to constantly be on the offensive with buffs and debuffs in order to avoid needing to use a valuable consumable.

2) Make defense a gamble. Who said there should only be one way to defend? Make it so players can choose to either defend against physical or against magical attacks, but not both at the same time so choosing incorrectly would equate to skipping a turn.

3) Make support magic important in general. Defense is useless if letting a debuff wear off means the boss will suddenly start dealing quintuple damage so players will want to divide their strength between dealing damage and keeping up buffs and debuffs.

4) Why have defense at all? The Defend command is boring to use in nearly every game and is generally only useful for predictable things like 'the boss is about to use a big attack next round!' moments. Between disabling enemies with status ailments, using support magic, creating gimmicks like a way to split damage between party members, and other neat tricks there are plenty of ways of mitigating damage without relying upon an outright Defend skill and overly powerful healing.

5) Make defense fun for offense. Avee above me gave some great examples of this as players will want to attack more often while only defending occasionally if defense itself is encouraging to them switch to offense.

6) Just do something which is somewhat the opposite of Breath of Death VII. Make player attacks get stronger with each successive offensive ability and reset this damage boost when the player defends, heals, or buffs; this could work as a cumulative buff across the party or for individual party members.

7) A fun gimmick which I've been thinking about for a while would be to make hitting 0 MP fatal and allow many enemies to directly attack MP as well as HP. Players would want to be careful about consuming too much MP when using spells and defense would only protect against physical HP-reducing attacks.

8) Too much health kills you. This is another gimmick I've been thinking about for a while and could be fun for use with undead characters. Basically, characters still die upon hitting 0 HP, but hitting maximum HP makes them 'too full of life' and it also leads to death. Powerful healing spells or party healing would be risky unless your health is extremely low as it could lead to accidentally killing one or more party members so players would have a reason to actively avoid healing or to use something other than the most powerful healing abilities/items. Make some enemies which 'attack' the party with healing magic, and you have a reason to actually attack your own party members from time to time (seriously, when has this ever been useful other than to cure confusion?) and spells which reduce all sources of damage or all sources of healing would need to be used in a much more reserved manner.

Well, those are all the ways I can think of for making defense more interesting or discouraged and some are almost certainly better than others in execution, but I wouldn't mind experimenting with some of them myself if I ever get around to making an actual RPG.

Storyline vs Gameplay

I think the concept of 'storyline vs gameplay' may be something of a false dichotomy as there is no reason to keep the two separated into 'story segments' and 'gameplay segments'. In fact, games generally turn out much better when the two are combined to compliment each other.

A thing to keep in mind that even big-name developers seem to often forget is video games as an artform are not the same as movies, plays, or books (not that any of these things are the same as each other either of course) in that the sense of 'touch' and the interactions a player makes through it is the primary strength of video games while 'hearing' and 'sight' are secondary. While a few cutscenes are fine, loading a game to the brim with them or making excessively lengthy ones (ex: Xenosaga) is not a good way to handle storytelling in video games regardless of the quality of the writing as it takes control away from the player.

Instead, there are various ways to tell the story and develop characters through gameplay, especially in RPG's. These include:

1) Make flavor text both plentiful and meaningful. Comments which characters make either to themselves or to each other when observing things around the environment (pots, bookshelves, dressers, oddly-shaped rocks, statues, etc) can go a long way towards passively shaping a character's personality and telling players about the general state of relationships between party members. Many high-quality games do this, such as Earthbound, most entries in the Dragon Quest series, and even various RPG Maker games such as Star Stealing Prince.

2) Make puzzles meaningful whenever possible. Even a simple block-pushing puzzle can work to flesh out the history behind a place or a world. For example, let's say there is an ancient temple from a civilization which originally worshiped four gods, but which eventually praised one over the other three. In such a place, you could have statues representing each of the gods (examining each statue informs the player of the name of each god) along with pushable torches representing the worshipers and a tablet somewhere with a short hint such as "We foolishly worshiped the Four equally before seeing the supremacy of Vilna"; the solution would be to move the torches to surround the statue representing 'Vilna', which in turn will cause a door to open and the statues of the other three gods to fall apart to represent their 'death'. La Mulana is a fantastic example of how to tell a story via puzzles and clues as many puzzles rely heavily upon understanding the basic backstory and history of the ruins in order to solve them.

3) Use the environment itself to tell the story. You don't need to spell everything out for players in cutscenes, they can piece things together themselves with a sentence or two from a random NPC in town and objects they see in their environment. Dark Souls is an especially good example of this with the area 'New Londo Ruins' being particularly memorable; early in the ruins an NPC can be found who offhandedly mentions how they citizens of New Londo were used as sacrifices, but it isn't until the player goes deeper into the ruins that he/she sees the piles of corpses with an especially large pile in front of the barred-off city gate. In instances such as this, the player doesn't need to have an NPC go into a lengthy discussion of the history of a place nor do the characters need to go into a long discussion about how 'horrible' everything is, the player can see the 'story' behind a place simply by looking around without breaking gameplay

4) Combat itself can be used to tell a story, both via character skills and enemies. Most games do this on at least a basic level, such as by putting zombies in a necromancer's castle or alligators and slimes in a sewer area. Bosses especially can be used for this; if a boss gains his power through a relic, allow players to attack or otherwise seal the relic in-combat to reduce the boss's strength, if a boss has a split personality, have him/her use two 'opposing' types of abilities (ex: light/dark spells) or outright switch between two different forms, etc. However, even the characters in the party themselves can be used to passively tell the story. Final Fantasy IV does this constantly to great effect; Rydia can use impressive magic, but she is incapable of casting Fire until she overcomes her fear, Edward is a coward so he automatically hides in combat when low on health, Cecil desires to become a protector so (unless a player is particularly persistent) he defeats his clone by not attacking at all and instead guarding and healing, etc.

While it is still entirely possible to make a good game which places a heavy emphasis either on story or upon combat, I'd argue that the best course to take when making your game is not to ask "Which should I focus on more?", but rather to ask "How can I use gameplay to tell a story with these places and characters?".

Lufia V: For the Savior Review

Thank you for the kind reply, your game demo was very enjoyable and I'm glad to know that the battle system will be getting an update in the future. Good luck and have fun in college!

Mapping Contest #2(Finished)

I just submitted my entry, it took a bit longer than I thought it would to decide on a few songs and to do some final bug testing and spell checking.

It probably has a very 'my first RPG' feel to it because, well, it's the first real project I've done in RPG Maker aside from a few small things, but I'm happy with it and had fun making it (although I'm also glad it's finally finished). Maybe I'll remake it in a few years with original graphics and more content when I have more experience (plus I won't need to worry about trying to fit everything into a single map).

Mapping Contest #2(Finished)

Well, my map is nearly complete. I just need to do some final bug testing, take some screenshots, and find an additional song or two so I should be able to submit it tomorrow.

I mainly stuck with RTP and focused on environmental changes; I see absolutely no reason why anyone should vote for my map since it's not going to be the prettiest one out there, but I managed to fit a full game into this single map so I hope at least one person ends up enjoying it.

NaGaDeMo Review Drive

The Beta link of Eyes of the Forest is invalid, but the 'latest version' link below that works, it takes a while to download though.

NaGaDeMo Review Drive

I just finished my review for Lufia V: For the Savior, so with any luck it will get approved soon and I can submit it here as well.

It seems like all that remains is Eyes of the Forest and Set Discrepancy, so hopefully someone will review them by the end of the week and we can move on to the 'bonus list' of games. I'm starting to feel burnt out on reviewing game demos, so I'm going to pass on taking either of these myself.

Final Fantasy IV - VX Review

Thanks for the fast reply, it's good to know that you're still working on polishing up the game. Calling it a remake of the PSP version sounds good since that's the version it seems to most closely match, although that still doesn't seem to quite fit, although I'm not sure what would; perhaps "an RPG Maker VX reinterpretation based on the PSP and DS versions"?