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Fundamental RPGology

author=rosesarecrimson
Also, I'm trying to figure out more ways to seal and unseal moves - certain moves being sealed UNLESS you're in a certain state, and defining multiple conditions for skill sealing and unsealing. Any suggestions?

State -> Features -> add skill

Skill should be available as long as the state is active (if skill is not in the actor's class skill list)

Fundamental RPGology

author=WetMattos
Reading this discussion makes me think of plenty Extra Credits videos, the ones about Counter Play, The Fighting Game Problem and Balancing for Skill. The idea that a battle should be done so that a move creates a myriad of subsequent possible choices, in a way that doesn't exclude less skillful players while gives them tools to master complex strategies - that's pretty much it, isn't it so?


It's harder than it sounds.

author=WetMattos
And, about creating a game which cater not only to power seekers, but to other kinds of players as well, wouldn't it be possible to create an RPG that allow multiple completion paths and as such multiple experience values not correlated to each other? I was conceptualizing a game, some days ago, in which you don't gain levels - stat gaining is done by doing specific actions tied to their use, so to gain battle related stats you do battle and battle simulations, which allow you to master the system and to learn new in game skills, and to gain, I dunno, conversation related stats you have conversation with NPCs, and try to understand their motives and desires - and, since the power creep between low level items and end game items is negligible, instead relying on intelligent deploy of resources and understanding of the game system and its possibilities to progress, one can reach the end of the game with the first weapon and plenty battle experience and not be much weaker than someone who has unlocked all weapons and fighting skills - the second player may have "more possibilities", but in the end their performance and understanding of the system is what will be measured, not the amount of in game artifacts they've collected - and one with sufficient conversation exp may be able to bypass completely the final battle by understanding the motives of their antagonist and maneuvering to have the items/alliances/circumstances which allow them to win without fighting (Sun Tzu would be proud).


I'd like to play such a game one day. Please make this game a reality. PLEASE!!!

Fundamental RPGology

Wow this thread got derailed fast :P

Hasvers> I think you answered your own question:

author=Hasvers
Perhaps that could be an interesting design challenge for next time: how do you get a level progression without almost certainly screwing up your game's balance.

author=Hasvers
Also, to avoid the usual bloat and redundancy of RPGs, this system should probably be the only way to "gain levels" or "have better equipment", and all battles should be winnable by wits without ever touching it (so gamist players who only care about the challenge can have their fun).
If there is a clear separation of the roles and effects of each system, there should be no unplanned interferences that throw your game off balance.
Answer: make it so that battles do NOT give exp. Therefore, if players do not earn exp from optional quests, they will always be at level 1, which makes it a lot easier to create difficult but balanced battles for the challenge-seeker.

Fundamental RPGology

author=Merlandese
I think it could be argued that go is more "perfect" than chess. Accept it! XD

An intriguing revelation

Whereas chess has 6 different types of pieces that move differently (and some funky moves like castling which you need to know), Go has only 1 type that doesn't move. The gameplay is simple - place 1 piece on the board whenever it is your turn - but that alone can generate several strategies in how players attempt to secure the majority of the space on the board.

Not sure regarding how this translates into RPGs though. The very nature of RPGs makes it difficult to develop a good battle system especially when players could grind extra levels and brute force their way through battles with their superior stats.

Still, interesting food for thought

PS: someone should make a Go-type strategy game :P

Fundamental RPGology

author=CashmereCat
Actually I think I get what Treason is saying. Most RPG Maker games are uninteresting because, in essence, they're too simple. What we're trying to do is distill them down to their basic blocks, and make simple systems with very complex strategies. e.g. Chess has simple rules, but it is a very, very, very complex game (one of the most complex). Chess' mathematics may be more rudimentary than an RPG battle system, but the strategies far and outweight by more than a factor of a million the strategy that is needed to win an RPG battle.

I guess what I'm trying to say is that the rules are minimal, but the strategies are near limitless.


So, in summary, maximum depth with minimal complexity? Hmm. Chess is quite complicated if you compare it to checkers. But it has a lot more depth to it. Am I interpreting this correctly?

Fundamental RPGology

A battle system where there is no randomness and only an hp bar...interesting...(ideas start popping up all over the place)


Blog 5: Of Features & Feedback

The demo looks great so far.

Great map design. It is nice to look at.
You always know where to go next, which is good (quest log is awesome).

A minor bug(?) i found is that, after picking up a mushroom in the first forest dungeon (the one behind Liet village), the mushroom graphic is still there even though it no longer does anything.

For the first dungeon, encounters occur frequently - a bit too frequent for me given that the big size of the forest requires a lot of travelling distance. The autofight feature helps a lot here, given that you don't have any decent battle skills available for the first few levels so all you do in the beginning is attack repeatedly. So, encounters in the first dungeon feels a bit dull. Some early beginner combat skills here would be great (skills that actually do damage).

Grinding - doesn't seem like there's a need for excessive grinding (I hope), but then again i've been fighting every single encounter battle so far.

P.S. Please don't hit me with that 'save the world' stick. I've been hit by that stick way too many times :P

Pokémon: Uncensored Edition

sounds interesting.

Phantom Legacy (Redux)

I agree with Ephiam: I wouldn't mind playing this game for 30+ hours (if it had a longer story), that's how good this game is.

At the risk of going off-topic,

author=Ephiam
I find myself looking forward to Indie/RPG Maker projects more these days than I do commercial games. They're just far more enjoyable, are completed (relatively) faster, and there are plenty that have a lot of good things going for them! Phantom Legacy is no exception. I think I'm enjoying this more than any game I've BOUGHT in the past two years or so. Is that sad? Well, I guess that's for you to decide.

It depends. You could say that it reflects the vast amount of innovation and talent here in the community, which is a good thing for the future of gaming. However you could take the view that the commercial gaming industry is in a sad state of affairs if their (big budget) games couldn't captivate the players in a way that a free rpg maker game can.
Personally, I feel that most big budget commercial games these days lack the dedication and effort that you can see in games like this one.

Perhaps the time constraints that commercial game developers are under is a factor (SEGA and EA need to make profits to keep their shareholders happy after all).

Edit:
I almost forgot to say,
Thank you very much Nightblade for the superb gaming experience you delivered with this game!!

:)

Custom Action AI (Enemy Skill use AI)

Very nice script!