WHITELION'S PROFILE
You may remember me as YoshiJRC. I've been around a long time with little to show for it. But I mean well!
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Idiotic things you believed as a child
RMN Memes
Secret of Mana, anybody?
Terranigma is fantastic. Epic, too... I can't think of a longer SNES game off the top of my head.
But I don't wanna get too off-topic here. Evermore is close enough to SoM because it has near-identical gameplay, but the Blazer games are pretty different.
SoE had one of the most frustrating bosses of the SNES era: Verminator. That's where you'd really get screwed if you were neglecting the alchemy system.
But I don't wanna get too off-topic here. Evermore is close enough to SoM because it has near-identical gameplay, but the Blazer games are pretty different.
SoE had one of the most frustrating bosses of the SNES era: Verminator. That's where you'd really get screwed if you were neglecting the alchemy system.
Games we need to get over
Games we need to get over
author=Sailerius
Chrono Trigger. It was decent for its time, but it didn't do anything that a thousand games haven't improved upon since. The characters were flat and one dimensional, the combat was stock ATB, the pacing was sluggish, and the majority of the game was excruciatingly linear. It was a solid game, but we've come a long way since then.
I was actually just thinking the other day that no game I can think of has implemented time travel as a gameplay mechanic in a way that's as enjoyable as CT. There could be some I missed... but it doesn't seem like many games have even tried to improve on that concept, which is strange. There are games like Prince of Persia that let you rewind time a little bit, but why haven't there been more games that allow (or require) you to travel through several different eras of time, changing things in earlier eras to fix things in later ones?
...rather than nominating one game specifically, I'd like to say we need to get over non-linearity in general. I enjoy the Elder Scroll games and I used to like the GTA games, but nowadays there seems to be too much emphasis in RPG/Adventure games being "open-ended". I find it really hard to get into a game's plot when there's absolutely no sense of urgency. Like, when you played Skyrim, did you really care what happened to the land or any of the characters living in it? I sure didn't. Oh, some dragons are going to destroy the world and I'm the only one who can stop them? Sorry, don't care, I'm gonna go loot this dude's house.
I'm not saying Elder Scrolls and similar games should stop existing, but there's nothing wrong with somewhat linear adventure games that tell a good deep story.
Secret of Mana, anybody?
I remember having fun with SoM, but am I alone in liking Secret of Evermore better? Everything cool about SoM plus a more interesting magic system and tougher bosses. Plus I really liked the silly plot and dialogue from the main character.
How planned-out should your RPG be before you begin?
How planned-out should your RPG be before you begin?
After a 7-year absence from the RM community, I've decided to once again try and make an RPG. I've been thinking about the various things that went wrong with the projects I attempted in RM2K so many years ago, and I think the biggest one was a lack of planning. What I did every time was think up vague concepts for a hero and maybe 2 other party members, a villain, a world, and a basic conflict, and then I'd just jump right into RM2K and try to make something. Unsurprisingly, this never worked... I'd make it to maybe right after the game's first dungeon and then give up, deciding my game's plot was no good (which probably was the case most of the time, but having nothing planned was the bigger issue).
Just a few weeks ago when I made the decision to once again try and make a game, I decided that I'd plan everything carefully this time... I'd buy a notebook to write down and sketch ideas and I wouldn't even open up RPG Maker until I had the game all mapped out. But, just recently I've been thinking, if I already have everything planned out before I ever start making the game, is it still gonna be enjoyable to make it? I'll kinda just be going through the motions.
So, I'm interested in hearing peoples' opinions and personal experiences with this... is it better to plan meticulously or leave things a bit more open for change along the way? I know that, like with all creative processes, there's not just one answer that's right when it comes to making an RPG... but hearing how other people did it can help you come up with your own process.
Just a few weeks ago when I made the decision to once again try and make a game, I decided that I'd plan everything carefully this time... I'd buy a notebook to write down and sketch ideas and I wouldn't even open up RPG Maker until I had the game all mapped out. But, just recently I've been thinking, if I already have everything planned out before I ever start making the game, is it still gonna be enjoyable to make it? I'll kinda just be going through the motions.
So, I'm interested in hearing peoples' opinions and personal experiences with this... is it better to plan meticulously or leave things a bit more open for change along the way? I know that, like with all creative processes, there's not just one answer that's right when it comes to making an RPG... but hearing how other people did it can help you come up with your own process.














