STANDARDFIEND'S PROFILE
Search
Filter
The Bonus Dungeon is the Final Dungeon?
I'm definitely in the camp of having your optional bonus dungeons and optional bonus bosses as entities separate from the final dungeon and boss. They should be monumental challenges and perhaps not easy to find, which lends the game replay value.
However, I agree that the narrative has the potential to break down when the optional bosses are stronger than the final boss. Sometimes this can be overlooked, because there is inherent conflict between the party and the final boss--they want to fight each other for some reason--and that conflict probably doesn't exist for the optional bosses. It's okay if the optional ones are stronger because they aren't involved in that struggle, their power isn't relevant to the state of the world.
Either way, however, when the actual final boss is trivialised because the optional bosses were so much harder, I believe it robs the player of a sense of accomplishment when the credits roll.
For that reason, in my game the final boss is going to scale with the player's level by gaining new forms and abilities and higher stats. That doesn't mean that I intend the final boss to be the absolute hardest at all times, because I'm cooking up some really cool challenges for optional bosses, but the final boss will always offer a rewarding experience no matter what level the player has achieved. In essence, the player may have his cake and eat it too.
However, I agree that the narrative has the potential to break down when the optional bosses are stronger than the final boss. Sometimes this can be overlooked, because there is inherent conflict between the party and the final boss--they want to fight each other for some reason--and that conflict probably doesn't exist for the optional bosses. It's okay if the optional ones are stronger because they aren't involved in that struggle, their power isn't relevant to the state of the world.
Either way, however, when the actual final boss is trivialised because the optional bosses were so much harder, I believe it robs the player of a sense of accomplishment when the credits roll.
For that reason, in my game the final boss is going to scale with the player's level by gaining new forms and abilities and higher stats. That doesn't mean that I intend the final boss to be the absolute hardest at all times, because I'm cooking up some really cool challenges for optional bosses, but the final boss will always offer a rewarding experience no matter what level the player has achieved. In essence, the player may have his cake and eat it too.
Are these ideas ok
author=Darkenauthor=VanilleI wanted to honor my japanese heritage (non-blood related) by making a game but everyone in japan said it sucked. So be careful. Your viking ghost ancestors may not like triple triad.
Yea so I wanted to make a trubuite to my celtic and viking hertage by makeing this game
Yeah, I've heard ancient Nordics are more of a yugioh bunch
Are these ideas ok
You should definitely not copy other people's ideas and games. Taking inspiration from them is fine, but you need to have some originality if you expect anyone to ever want to play your game. Not only is a game full of stolen material going to be considered rather boring, but you won't garner any respect from the community. ESPECIALLY if all those ideas were stolen without express consent of their owners.
How much should one crank up the difficulty before it's too much? (Game difficulty balancing)
author=Feldschlacht IV
Well, limiting the discussion to just JRPGs when this topic applies to all kinds of RPGs arbituarily limits the discussion, yeah? I think the subgenres have a lot to learn from one another.
I agree, they definitely do. However, and this is my opinion, the best JRPGs are classics because they stick to certain tropes of the genre. They meet certain expectations, follow certain rules. The worst ones, to me, are the ones which try to stray too far from that magical formula for the sake of innovation or originality.
That isn't to say that such games aren't or can't be good in their own right. They might be great games. But they aren't good JRPGs. Final Fantasy XV is that. It's a great game, but a bad JRPG. There new Star Trek films, the Chris Pine ones, are fantastic films. But they are terrible Star Trek stories. The right feelings are not evoked.
Sorry if this is the wrong board
I've been mulling this one over for a while, but I don't think I'm going to take it any further, so it's yours for free, mate.
It's a fantastic adventure in a wonderful land populated by strange creatures and steeped in constant struggles for power. The cast is a lovable, myriad bunch.
The main character is from a faraway land, one of the last of his people after an evil tyrant almost wiped them all out long ago.
His best friend is a bald midget with a sense of style, always looking for love, a reason to settle down and give up the adventuring life.
The main character's mentor is a wise old hermit with a raunchy side that he has difficulty hiding. He means no harm but gets himself into trouble all the time. His pet turtle tries to keep him in line.
The main character also has an arch rival of questionable moral standing. He fights on the same side, but you always get the feeling he might turn on you. He is also from a distant, obscure land and hails from a race of dextrous fighters with lithe, hairless bodies and pointed ears.
Together they search the world for a set of ancient artifacts that, when brought together, bring forth a powerful demigod that has the power to grant wishes.
Naturally, other forces search for these artifacts as well, and the characters must defend themselves and their families from those who would use the wishes for evil, including the main character's long lost brother, the dethroned prince of the faraway land, and even the evil tyrant who long ago laid waste to the main character's homeland and people.
All yours if you want it.
It's a fantastic adventure in a wonderful land populated by strange creatures and steeped in constant struggles for power. The cast is a lovable, myriad bunch.
The main character is from a faraway land, one of the last of his people after an evil tyrant almost wiped them all out long ago.
His best friend is a bald midget with a sense of style, always looking for love, a reason to settle down and give up the adventuring life.
The main character's mentor is a wise old hermit with a raunchy side that he has difficulty hiding. He means no harm but gets himself into trouble all the time. His pet turtle tries to keep him in line.
The main character also has an arch rival of questionable moral standing. He fights on the same side, but you always get the feeling he might turn on you. He is also from a distant, obscure land and hails from a race of dextrous fighters with lithe, hairless bodies and pointed ears.
Together they search the world for a set of ancient artifacts that, when brought together, bring forth a powerful demigod that has the power to grant wishes.
Naturally, other forces search for these artifacts as well, and the characters must defend themselves and their families from those who would use the wishes for evil, including the main character's long lost brother, the dethroned prince of the faraway land, and even the evil tyrant who long ago laid waste to the main character's homeland and people.
All yours if you want it.
How much should one crank up the difficulty before it's too much? (Game difficulty balancing)
I suppose, by the same token I could cite a WRPG that doesn't handle items the way you describe: The Witcher 3 comes to mind from recent memory. If anything, it's a combination of the two schools of thought. Your best healing items (your alchemical potions) are severely limited and are only replenished when resting. Other, less powerful items are only limited by your carrying capacity which, let's be honest, is of such mythical volume as to be pointless. So, in theory (and in practice, in my case), there's nothing stopping you from carrying around 80 bottles of beer and 127 loaves of bread, which Geralt can cram down his esophagus with impunity during combat for incremental healing.
Does this make the game any easier? Not really, not on any significant level. The enemies will outrace the healing factor if you play poorly. But they can help save your better potions for more critical moments, so they can play a key role in your combat strategy if you choose.
Does this make the game any easier? Not really, not on any significant level. The enemies will outrace the healing factor if you play poorly. But they can help save your better potions for more critical moments, so they can play a key role in your combat strategy if you choose.
How much should one crank up the difficulty before it's too much? (Game difficulty balancing)
I guess we're kind of wafting between that and talking about JRPGs specifically and the OP's game more specifically.
How much should one crank up the difficulty before it's too much? (Game difficulty balancing)
author=Feldschlacht IVauthor=StandardI don't know, WRPGs manage to do it pretty well.
If you limit your basic items in such a way, though, and crank up the difficulty of every dungeon such that players cannot put them into the Too Good to Use Club lest they perish, then you also run the risk of players getting burned out very quickly, having to constantly micromanage even cheap resources.
author=Standard
Also, there are few feelings worse than having to leave items behind (or worse, having them disappear entirely) because the inventory is maxed. When that max is as low as 15, that will happen all the time, leading to a lot of bad feelings.
A couple things;
1. The dynamic of leaving items behind is sometimes a very intentional aspect of game design; dungeon based roguelikes for example, where item management is half of the challenge.
2. There's a difference between limited inventory and limited inventory max per item. Are we talking about a max of 15 items, period, or a max of 15 copies per item with an infinite inventory? Because Tales games do the latter, and they're not too difficult.
Well, as far as I know, we're not talking about WRPGs or roguelikes in this situation, so I'm not sure that those are helpful points.
Taking inspiration from a Tales game isn't the worst thing you could do, however. By all means, if they offer a system that works and that you like, emulate it.
How much should one crank up the difficulty before it's too much? (Game difficulty balancing)
I tend to sell all my Ethers during the first segments of the game in order to buy cool stuff, and spam Enemy Skills as soon as I get the materia, so having a nice stock of Potions with which to top off after random battles is useful to me. :D
How much should one crank up the difficulty before it's too much? (Game difficulty balancing)
If you limit your basic items in such a way, though, and crank up the difficulty of every dungeon such that players cannot put them into the Too Good to Use Club lest they perish, then you also run the risk of players getting burned out very quickly, having to constantly micromanage even cheap resources.
Also, there are few feelings worse than having to leave items behind (or worse, having them disappear entirely) because the inventory is maxed. When that max is as low as 15, that will happen all the time, leading to a lot of bad feelings.
A man with way more Gil and free time than sense, I assure you!
Also, there are few feelings worse than having to leave items behind (or worse, having them disappear entirely) because the inventory is maxed. When that max is as low as 15, that will happen all the time, leading to a lot of bad feelings.
author=iddalai
Also, who the hell buys 99 Potion in Final Fantasy VII?! ;P
A man with way more Gil and free time than sense, I assure you!