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RM2k3 Agility: A simple system
This might be flawed. I don't have hard evidence as to the calculations, but I think that accuracy boost from Agility, if there is such a thing, is lesser than the evasion boost from Agility. I noticed that when using this system, the Miss rate goes WAY up for both enemies and heroes...
Questions you should ask yourself! RPG Mechanics I - V
author=xeilmach
Clearly these were used in the author's "Speak No Evil" and they were very effective as exemplified in the fights. Usually these come up unconsciously, but this set of guidelines are good for beginners.
I absolutely agree and did not mean to deride the author or the article in any way... merely the seemingly snippy response to my having (unwittingly) posted on an article that is just over a year old.
Questions you should ask yourself! RPG Mechanics I - V
It's just a habit to comment on articles that I read and have feedback for, regardless of how old they are.
After all, you can take this and apply it to your other writings. Besides, you obviously haven't worked on UPDATING it any time in the past two years, so how am I to judge whether or not this advice is unnecessary?
After all, you can take this and apply it to your other writings. Besides, you obviously haven't worked on UPDATING it any time in the past two years, so how am I to judge whether or not this advice is unnecessary?
Questions you should ask yourself! RPG Mechanics I - V
These seem like great starting points for articles. However, I strongly encourage you to re-read and review your outline, as many of these points are better consolidated into others. (For example, under enemies' elemental resistances, you touched on exactly the same thing as you did under random encounter design theory. "Is there a set of rules you follow, such as making animals wet has no effect but shorts out robots, or is there a rock-paper-scissors chain to resistance?" "Do you use a set of rules, such as "all dinosaurs are stunned by lightning" or "elementals are auto-killed by their opposing element" to add depth to your system?")
It's a Matter of Choice
Although this is an excellent article, I feel your example delves into the extremity of the extreme. The reason no game with this depth of choice exists is that there is absolutely no way to single-handedly design a game wherein every single quest has so many branching paths; think of it as a spiderweb. You have to compromise and consolidate EVERY SINGLE thread that crosses another thread. What if you had done a quest to kill the villain that picks up this poor, cold, hungry nomad girl? Or any number of choices to affect anything along the way? That's one (or many) of the variables you have to take into consideration with *every single choice.* This makes for an absolutely massive, endlessly growing butterfly effect which would be nigh-impossible if every single choice had such far-reaching consequences.
Creating Immersive Worlds, Interesting Characters & Non Linear Plots
author=WolfCoder
Graphics can't save a horrible game, ever.
Did you READ the article, or Ghost's response to your posting? You are missing the point... completely... and almost on purpose, it seems.
In other words if you're going to use a really bare story, then you SHOULD focus on improving other areas of the game.
Where does it say "If every area of your game is subpar, graphics will save it"?
Experience beyond the story
author=statesman88
But I think that giving a game a sense of purpose and direction without a central plot would be challenging.
I don't think the author was suggesting that NO focus should be put on "storytelling;" after all, a game without a plot is precisely the opposite of the point he was making about games as art. The key is that your plot, your story, your world is unconvincing or boring if you focus solely on the progression of the main character(s) and pushing them along their path rather than focusing on making the environment feel like an inclusive place you can interact with. You should be giving them a hammer, nails, wood and a blueprint - not a deed to the house.
The cited Shadow of the Colossus is another excellent example - this game has EVERY sense of purpose and EVERY sense of direction, while having only an IMPLIED story.














