VERSALIA'S PROFILE
"I married him because his kid is strong and he doesn't wear a shirt" - craze
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Replacing Leveling with Different Progression in Established Games
author=Kombosabo
Why not just remove level entirely, and replace it with the following:Players receive rewards for doing specific tasks.
Players unlock access to new areas/storyline for doing specific tasks.
Wow, this is really fresh and unexpected!! I can't believe not a single post since the start of the thread has said anything like this.
I'm done with lighting overlays for my maps.
Screenshot Survival 20XX
author=ExtremeDevelopment
Atleast it has lights, unlikely to many games today :\
What games need now, more than ever, is more light effects. Too many days go by that I cannot for the life of me find a single game using a light overlay. Have we lost our minds? Have we lost sight of everything gam mak should be? I mourn for the light-filled overlay-packed blinding illumination of days past
author=charblar
pics
that train is excellent and adorable but it also looks way higher-res than most of the other stuff (particularly your character and dog sprites). In fact compared to everything on the map your girl is downright fuzzy-looking. Be sure not to mix hard lines and soft lines like that too much
Replacing Leveling with Different Progression in Established Games
Let's talk about Information as Power, which I haven't seen mentioned yet. Information can be one of the most valuable commodities in an entire game. When a player accidentally wanders into an extremely high-level area and dies rather abruptly (which has happened to all of us at some point) they learn several lessons. One of them is obviously "this area is too dangerous for me right now!" but they also get context clues about why, even if it's metaknowledge or genre awareness ("this evil castle has an ornate and spooky-looking tileset, it must be endgamey"). Information control is something all game designers have to think about, whether it's how detailed to make your explanations of mechanics, when to introduce those explanations, and how to inform the player using contextual clues and feedback (like the above scenario).
Pillars of Eternity has an excellent Bestiary progression where many of the entries are ????'d out, and fill in slowly over time, as each kill of a certain monster adds EXP to that monster's bestiary entry until it is complete. If you go out of your way to make sure you mop up all the kobolds in the nest, your reward is a completed bestiary entry, which means a ton of very specific data at your disposal for any time you run into a Kobold again in the future. If you don't care to make sure you get every single one, it'll probably get finished eventually anyway, and you still get a bunch of useful information revealed - just not as much. I don't care if I get zero EXP for my characters for the entire endeavor if I'm now armed with enough info to kill the Kobold King a whole lot easier!
In Romancing SaGa, you don't have a lot of information about how the passive skill/stat progressions work until you get it through gameplay feedback (watching it happen and recognizing patterns). In fact, SaGa games are well-known as some of the most opaque and arcane systems beneath the hood; imagine how nice it would be if they leveraged information as more of a reward commodity! Your reward to the player for reaching The New Town could be a fortune teller who gives you hints about a particular character's stat growths or preferred weapons, so that you can anticipate this without having already played the game before or looking it up on gamefaqs.
What I am saying is that game designers should push hard to think about why your mind goes right for "EXP POINTS" or "BIG SWORD" when you think of power progression, and smash that box (in the weak spot you revealed from info rewards). KNOWLEDGE IS POWER

Pillars of Eternity has an excellent Bestiary progression where many of the entries are ????'d out, and fill in slowly over time, as each kill of a certain monster adds EXP to that monster's bestiary entry until it is complete. If you go out of your way to make sure you mop up all the kobolds in the nest, your reward is a completed bestiary entry, which means a ton of very specific data at your disposal for any time you run into a Kobold again in the future. If you don't care to make sure you get every single one, it'll probably get finished eventually anyway, and you still get a bunch of useful information revealed - just not as much. I don't care if I get zero EXP for my characters for the entire endeavor if I'm now armed with enough info to kill the Kobold King a whole lot easier!
In Romancing SaGa, you don't have a lot of information about how the passive skill/stat progressions work until you get it through gameplay feedback (watching it happen and recognizing patterns). In fact, SaGa games are well-known as some of the most opaque and arcane systems beneath the hood; imagine how nice it would be if they leveraged information as more of a reward commodity! Your reward to the player for reaching The New Town could be a fortune teller who gives you hints about a particular character's stat growths or preferred weapons, so that you can anticipate this without having already played the game before or looking it up on gamefaqs.
What I am saying is that game designers should push hard to think about why your mind goes right for "EXP POINTS" or "BIG SWORD" when you think of power progression, and smash that box (in the weak spot you revealed from info rewards). KNOWLEDGE IS POWER

Replacing Leveling with Different Progression in Established Games
author=RMN
blah blah what IS power what IS exps WHY NOT GRIND what is the thing why are we all here if not exps
no.
Stop trying to make the argument that by pushing \for expansion away from 'traditional EXP' that there is someone stating traditional EXP is a bad thing in every way. This is clearly not the case and you are straining the point by pretending someone is arguing a nonsensical argument that isn't being presented. This is about power as a currency and has nothing to do with declaring imaginary EXP points in an imaginary bar as universally evil.
EXP points are not, in any way, necessary and I feel it's more important to question why you SHOULD include them over motives to the contrary/motives for starting a conversation that can push the concept of power progression. Romancing SaGa are some of the weirdest-designed games in recent memory and any effort not to mire someone else's entire creative topic in it is much appreciated
/annoyance
Making Healing Interesting with Multiple Healing Characters
I've done a lot of effects with "sharing" and conditional healing. FOR EXAMPLE --
-Aisling gains the ability "Cold Steel" which converts her weapon to deal Water damage
-Aisling also gains the ability "Lifespring" which heals her whenever she deals Water damage
-Rylan gains the ability "Overgrow" which is a buff that heals all allies for 50% as much whenever the recipient is healed
-Rylan uses Overgrow on Aisling, Aisling uses Cold Steel and Lifespring, so whenever Aisling attacks she gains 50 HP and all allies get healed for 25
You don't necessarily need more resources to make Healing interacting and interesting. If you purposely design skills to be able to do some form of conditional recovery or enhance each others' form of recovery you immediately add several layers of complexity. Maybe Aisling has super high armor so she doesn't actually need to get healed very often, so you want to combine Overgrow with the party member who can Regenerate themselves instead? It doesn't need to be a complex number of actions to create a complex thought process behind which actions in which order.
Guild Wars Mesmers had particularly interesting support and healing mechanics (and Guild Wars as a whole had a refreshing take on heals in general but I degress). EXAMPLE:
AUSPICIOUS INCANTATION - Enchantment Spell. Your next spell restores you for 200% of its MP cost. That spell gets +5 cooldown.
CHANNELING - Enchantment Spell. You gain 1 MP for every enemy in the area when casting spells (OR! you can flip this and make it 1 MP for every enemy hit by your spells - it's a form of MP Efficiency based on the number of enemies you can hit with a single ability; MP Efficiency and HP Damage Prevention are very valid 'healing' tools!)
DRAIN ENCHANTMENT - Destroys one of the target's buffs and heals you for HP and MP
ENERGY TAP - Deals 7 MP damage, you gain 2 MP per point of damage dealt
ETHER FEAST - Deals 3 MP damage, you gain 50 HP per point of damage dealt
MANTRA OF LIGHTNING - Stance (Long-duration self-buff) - +50% Lightning Resistance and you regain 2 MP when being hit with lightning damage
There are a ton of very simple tricks like the Mesmer support spells that you can layer together for increasingly interesting effect~
-Aisling gains the ability "Cold Steel" which converts her weapon to deal Water damage
-Aisling also gains the ability "Lifespring" which heals her whenever she deals Water damage
-Rylan gains the ability "Overgrow" which is a buff that heals all allies for 50% as much whenever the recipient is healed
-Rylan uses Overgrow on Aisling, Aisling uses Cold Steel and Lifespring, so whenever Aisling attacks she gains 50 HP and all allies get healed for 25
You don't necessarily need more resources to make Healing interacting and interesting. If you purposely design skills to be able to do some form of conditional recovery or enhance each others' form of recovery you immediately add several layers of complexity. Maybe Aisling has super high armor so she doesn't actually need to get healed very often, so you want to combine Overgrow with the party member who can Regenerate themselves instead? It doesn't need to be a complex number of actions to create a complex thought process behind which actions in which order.
Guild Wars Mesmers had particularly interesting support and healing mechanics (and Guild Wars as a whole had a refreshing take on heals in general but I degress). EXAMPLE:
AUSPICIOUS INCANTATION - Enchantment Spell. Your next spell restores you for 200% of its MP cost. That spell gets +5 cooldown.
CHANNELING - Enchantment Spell. You gain 1 MP for every enemy in the area when casting spells (OR! you can flip this and make it 1 MP for every enemy hit by your spells - it's a form of MP Efficiency based on the number of enemies you can hit with a single ability; MP Efficiency and HP Damage Prevention are very valid 'healing' tools!)
DRAIN ENCHANTMENT - Destroys one of the target's buffs and heals you for HP and MP
ENERGY TAP - Deals 7 MP damage, you gain 2 MP per point of damage dealt
ETHER FEAST - Deals 3 MP damage, you gain 50 HP per point of damage dealt
MANTRA OF LIGHTNING - Stance (Long-duration self-buff) - +50% Lightning Resistance and you regain 2 MP when being hit with lightning damage
There are a ton of very simple tricks like the Mesmer support spells that you can layer together for increasingly interesting effect~
Screenshot Survival 20XX
author=CashmereCat
@VersaliaI really don't understand that screenshot at all. What's maptools? I think, after a bit of research, that it's a roleplaying tool. Are you playing multiplayer with your friends? If so, how do you gather such a party? Are you GM'ing?
Anyway, that seems interesting if I knew about what it actually is.
Maptools is a system for roleplaying games, yes, specifically it's a VTT (virtual table top) to facilitate you with such games. That screenshot is, from left to right: The initiative window/ combat turn order (which also shows status effect icons), The main game field, and the chat window. Chatting is in realtime like IRC or any other instant messaging client. It allows you to use scripting, if you learn how to do it, and is pretty powerful as VTTs go (but still seriously flawed). And yes, I am GMing! Think about that for a minute and tremble.
We're using PTU which is a pokemon tabletop system. SHHHH I KNOW HOW NERDY THAT SOUNDS RIGHT. I've made, from scratch, every single dungeon and city we've been to so far, and we're almost at the endgame; 8/8 cities seen, 7/8 badges obtained, and so forth. Myself plus five other players.
They just did a first release on Mote, which is like Maptools++++. They took maptools and did their absolute best to upgrade it in every way, which thrills me to no end. I haven't downloaded it yet, I'm not going to bother trying to use it until after we've finished our campaign in regular maptools, but I have been following their Google+ posts.
Screenshot Survival 20XX
it's become the new corfaisus ship
let's not make "several people discussing differing opinions" a thing. it's not a thing it's rational discourse. i'm probably to blame for being long-winded but i don't like having my statements taken out of context or wildly misinterpreted
in other news, you guys maptools is great

Doing a """ tabletop """ game makes for a truly challenging and rewarding creative environment; every map, sprite, dungeon and enemy has to stand solely on its own merit, and you get to make changes and adjustments on the fly as you experience the game right along with the players. Everybody should do it once
Screenshot Survival 20XX
author=bulmabriefs144
Urgh. Yarr harr harr.
I'm not sure we need any Spoony Bardisms or pirate cliches.
I like how you then riff on this for a full paragraph despite the fact that you seem to have intentionally cut off the party IMMEDIATELY after that where I pointed out you shouldn't literally say that.
Several comments act like I said 'dumbasses' doesn't fit at all. And that is not the case. Its inclusion in THAT sentence makes it read as a last-minute addition to try and make a stiff line sound more natural.
I understand not wanting to give into 'cliches' but cliches are useful. Knowing how to intentionally use and subvert tropes the audience is familiar with is a huge asset. 99% of people are going to be familiar with the "YARR HARR HARR" type of pirate, historically inaccurate as it may be, so your real world source material should have a lot less weight in your dialogue and design choices for pirates than what you know your audience is actually going to expect.
I forget the word for it, but it's the same reason why there are coconut sound effects when a horse is on screen. Their hooves do not make that sound, but the audience is so ingrained to expect it that it seems odd without.
edit: just to be ABSOLUTELY CLEAR I am not arguing for the literal inclusion of 'yarr harr harr' but I think the majority of the time, when it comes to game design, you need to play to recogniza..bil..ity more than you need to play to real world source material that most people aren't actually familiar with
Screenshot Survival 20XX
author=BizarreMonkey
You should work on your composition; that "fuckin dumbasses" seems really out of place, because that's a rather stilted and composed bit of dialogue for a pirate dog. Crass it up a bit. "Y'ever hear someone say 'i juss got this new thingee here, it were a steal'? I steal it right from 'em and tell 'em 'NOW it's a steal!' Yarr harr harr"
okay don't say 'yarr harr harr' that's bad, but you get my point















