KENTONA'S PROFILE

I make games from the heart instead of wasting time with research or experience.

I am an amateur RPG designer and hobbyist with a strong interest in the retro-RPG and NES/SNES era RPG genres. I also happen to be a professional software developer.

I enjoy hockey, video games, reading, writing and playing board games such as Settlers of Catan.

I spend far too much time on RMN, but accomplish nothing of use. I used to be a somebody.

<Clyve> Oh yeah, Kenton you're a somebody again so you should probably modify your profile.
<kentona> so I am

Email me at: kentona .AT. rpgmaker.net

ᕕ( ᐛ )ᕗ

(:̲̅:̲̅:̲̅[̲̅ ̲̅]̲̅:̲̅:̲̅:̲̅ )

notice me sin(π)

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ᄽὁȍ ̪ őὀᄿ

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( ͡♻️ ͜ʖ ͡♻️)

♫♪.ılılıll|̲̅̅●̲̅̅|̲̅̅=̲̅̅|̲̅̅●̲̅̅|llılılı.♫♪

EAT. PREY. LIVE.

Any idiot with a computer can be a site admin.

▲▲▼▼◄►◄►(B) (A)

"I used to think it was ketona, without the first n, and that you were a girl"

I once banned myself by mistake

_̴ı̴̴̡̡̡ ̡͌l̡̡̡ ̡͌l̡*̡̡ ̴̡ı̴̴̡ ̡̡͡|̲̲̲͡͡͡ ̲▫̲͡ ̲̲̲͡͡π̲̲͡͡ ̲̲͡▫̲̲͡͡ ̲|̡̡̡ ̡ ̴̡ı̴̡̡ ̡͌l̡̡̡̡.__

only 90s kids will like this admin

I am tired of Earth. These people. I am tired of being caught in the tangle of their lives.
Hero's Realm: Heroic Edi...
One villain. A realm of heroes.

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FUNdamentals of RPGs Part VI

Because it's FUN.

When Linearity Attacks!

It may be helpful to imagine a linear game as a string of pearls - the string of pearls is still a string, but within each pearl is a mini-non-linear game.

Taking your Sonic example, each level can be thought of as a pearl. There is a single entry point, a single exit, but you can take multiple and varying paths to that exit from that entry. Players can do whatever they want, whenever they want, in whatever order they want (pretty much).

You can translate this concept to RPGs as well. There can be one specific goal for a subsection of your game, but a myriad ways of achieving it. The advantage (for us designers) is it keeps the game's scope from growing overwhelming while still adding reasonable amounts of replayability.

The other option missed is the multi-linear game, with multiple endings. There are multiple branching story/plot paths to follow that lead to distinct endings.

Writing for Games

White & Nerdy is my theme song. And I DON'T believe that some people don't find Monty Python or Invader Zim funny. I just can't accept that. Also, I wish I spoke spanish.

My philosophy with story writing for games is "Wing it and see what happens." My plots are quest-centered and the story is built around moving from quest-to-related-quest. A theme is just superimposed overtop of that.

That's the totally game-centric way of approaching indie-rpg-making, but it works for me.