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Sorry, but I love the idea of making fangames.

Final Fantasy:
The Qur'an

Maybe in Cinderella RPG you could avoid battle in the traditional sense by making one of the ugly sisters the main character. You spend the game heating the glass shoe and whacking it with a hammer so that it's long enough to contain your feet so that you can marry the prince in the end.

Or the less far out route would be to have you levelling up your cleaning ability by fighting dirt. As Cinderella, of course.

Or you could just make the RPG adaptation of Jack the Giant Killer. *rolls eyes*

Sorry, but I love the idea of making fangames.

post=134184
This was really cool. I want to see more fangames of books (bonus points if a film hasn't been made after said book) than a fangame of a...video game. Just seems kind of pointless from a game design point of view. However with a book you have a lot of freedom with the presentation/game mechanics and not to mention the story done for you (unless you're doing a sequel or 'in the same universe' sort of deal). Anyway I just wish the fangame scene had more interesting sources.


I agree, that would be very interesting. As it goes, I'm working on a short fairy tale adaptation at the moment. Maybe I should get the game page up -- it's an interesting challenge. Raises questions such as 'what liberties can I take in order to make this playable' Because you'd be butchering, say, Cinderella if you make her stop off at a dungeon on the way to the prince's ball. Oh, hmm......

Sorry, but I love the idea of making fangames.

Sorry, Calunio. I can't. But I did play that Final Fantasy Empires demo, which isn't the ideal of what i was talking about (It's seemingly non-FF related aside from things like Chocobos, so as I said earlier...what's the point? It's cancelled anyway), but it was decently written and was aesthestically pleasing. I thought it was clever the way the creator edited the FF5 battle sprites to become 'all-purpose'. It's that kind of FANGAME SPIRIT I'm talking about. Fangames that use RTP make me roll my eyes.


Sorry, but I love the idea of making fangames.

I don't think that fan games are inherently bad. I love seeing reinterprations of established works of fiction (It happens all the time in literature), but where the amateur RPG-making scene is concerned, they're rarely ever creative (And I don't think 'creative fangame' is an oxymoron)

I like the idea of playing with an established universe. You might pick up a plot or character element in a story and think 'hey, why didn't they do anything' with that? Or 'What if I took this to mean this instead of that' and run with it.' This is what. The Final Fantasy fan games, unfortunately, the creators tend to make up original stories and slap the Final Fantasy title onto them. Either that, or it's one messy 'fan-collage' of Cloud and Squall and Nathanial and Pixie and Akinu-chan and Sora and Ichigo and'. Or remakes of games that don't even deserve remakes.

I think, considering the software, fan games could make things easier, because some of us tend to underestimate how difficult worldbuilding, pixel art, etc. is. If you were to decide to make a fan RPG based on the Kirby series with a Final Fantasy style job system using Kirby's forms, it's just a matter of picking a Kirby game and doing a great deal of editing . Maybe it would be a good RPG-making 'stepping stone'.

I don't know...what do you think? Has anyone had any interesting ideas for a fan game?

Is it just me, or are battles where it all goes wrong for RM games?

Really?

You just lost the thread of the thread here. Clearly, I'm saying that renaming things just for the heck of it is stupid no matter what the genre is.

Is it just me, or are battles where it all goes wrong for RM games?

post=133770
If you're going to derive your setting from Dungeons and Dragons or Dragon Quest or Final Fantasy or whatever you might as well go the whole damn way.
And if you don't?

oops forgot about modern, sci-fi, and every other sort of genre, huh?


It's the same for every genre.

Is it just me, or are battles where it all goes wrong for RM games?

post=133764
post=133760
Because I want every single game to name every fire skill "Fire." Are you that fucking old that you can't handle learning six new fake words for a 30+ hour experience?


(Okay, RM* games aren't 30+ hour experiences since they don't get released, BUT)
No, but I am old enough to be annoyed by "playing pretend" for common monikers for no reason at all. Are trees called "tjarks" and the sky "skuo" and the ground "gronk"? obfuscation =/= immersion


I love *escapism* and 'going to new lands* and *childlike wonder* and all that crap, but I agree. Most fantasy games (Including commercial ones) aren't 'different' enough with their settings to warrant 'tjarks' and 'skuo' and 'gronk.' If you're going to derive your setting from Dungeons and Dragons or Dragon Quest or Final Fantasy or whatever you might as well go the whole damn way.

My thoughts on Mega Man X Corrupted (some game that's on youtube)

I'm guessing the Square-Enix situation was down to the Chrono Trigger fan sequel being a ROM hack instead of, say, an RPG Maker game.

Is it just me, or are battles where it all goes wrong for RM games?

You'll take this as a 'hate on the RPG Making community thread' but I don't mean it like that, honest. It's just an observation (I'm sure you'll move this to Game Design if it doesn't fit here)...

When I usually play an RPG Maker game, even if I'm somewhat interested by the premise or setting or aesthetics blahwhatever, as soon as I reach the first battle THAT'S when I become disenchanted with the game. It's as if I'm falling back into a tired routine. It doesn't matter if your game reminds me of Earthbound or if it's atmospheric or retro blah blah

Does this happen with commercial RPGs with bog-standard battles (Of which there are plenty)? Sometimes. But while, say, FF1 is quite bog standard, the whole party creation system made me stick through it longer than I have normally. I'm wondering that even if RM developers are limited to a certain kind of battle system (at least on the surface), there's at least the option of introducing gimmicks like this to make battles feel less obligatory.

Tbqh, it makes me realise just how much battles (If that's what you're going for) are THE meat of the game, and I'm saying that as a non-mathematical person who doesn't know about strategy and formulas and whatnot.

Before, I used to make games in RPG Maker and think to myself...WHY am I making this an RPG? Is it just because it has a story, and characters? Would this not work better as an action game? And I begin to realise that I'm not really paying enough attention to the battles. And if I'm deciding to have a battle system in my game, I better have a damn good reason.

Ugh, game design is not to be underestimated.

2D RPGs with a good city design?

I'm drafting up a city for one of the locations in my game but it's proving quite difficult. I need something to look at for inspiration, aside from photos of real cities.

Does anyone know of any 2D top-down RPGs (commercial or non) in which the city looks and feels like a real city? From the top of my head, Shut Up and Jam isn't that bad.

Thanks