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Hiding the HUD
Information, information, information. Huds provide that.
FPSes can do such things because they don't have much number crunching, unlike turn-based RPGs. This system is fine.
Being hudless also means that there is something to look at. This requires the graphics to draw the player in, especially. Of course, the existence of HUDs in a game make the game feel more "gamey."
But a game feeling "gamey" isn't necessarily a bad thing. Rather, it draws the creativity out of people to win the metagame, if allowed to a great extent of customization and abilities- which many *indie RPGs lack.
Boring or bad graphics are inexcusable when the game has few to little HUDs. Desolate places are fine, however, for desolate games. But graphics which provide no aesthetic appeal will ultimately fail. I'm mostly talking about indie games here, since commercial products often have realistic and often ceaselessly amazing graphics.
FPSes can do such things because they don't have much number crunching, unlike turn-based RPGs. This system is fine.
Being hudless also means that there is something to look at. This requires the graphics to draw the player in, especially. Of course, the existence of HUDs in a game make the game feel more "gamey."
But a game feeling "gamey" isn't necessarily a bad thing. Rather, it draws the creativity out of people to win the metagame, if allowed to a great extent of customization and abilities- which many *indie RPGs lack.
Boring or bad graphics are inexcusable when the game has few to little HUDs. Desolate places are fine, however, for desolate games. But graphics which provide no aesthetic appeal will ultimately fail. I'm mostly talking about indie games here, since commercial products often have realistic and often ceaselessly amazing graphics.
Game Drive - Week 01
That Final Stretch
A Game Drive Of Sorts
A Game Drive Of Sorts
Dialogue, Characters, and You.
Give me some more life in those dialogues, really. Even though they had accents and all that, it just seemed out of place, like Griever mentioned. Don't just make miscellaneous one liners like, "Hey man!" and that's it. Talk about something, or in Griever's case, have a group of people talking to each other about an issue which generalizes the state of affairs that a country is in.
However, it seems that most people already have this down, or at least I assume so.
A small idea is to give players an incentive to talk to NPCs, characterize them as human, let them talk to their friends and acquaintances, as well as giving out important information all at the same time. Maybe a group of adventurers in the hunter's guild might be speaking of some dangerous monster having a big weak spot. For regular townspeople, maybe add different things ranging from what they saw (maybe even treasure or a strange man) to the easy tips for daily life in that town which will give the player benefits indirectly. For example, maybe there's a charitable woman who would give free healing somewhere in a corner in town, and some people are talking about her.
Condition your players to talk to NPCs, like conditioning them to check every vase in house for potential treasure.
However, it seems that most people already have this down, or at least I assume so.
A small idea is to give players an incentive to talk to NPCs, characterize them as human, let them talk to their friends and acquaintances, as well as giving out important information all at the same time. Maybe a group of adventurers in the hunter's guild might be speaking of some dangerous monster having a big weak spot. For regular townspeople, maybe add different things ranging from what they saw (maybe even treasure or a strange man) to the easy tips for daily life in that town which will give the player benefits indirectly. For example, maybe there's a charitable woman who would give free healing somewhere in a corner in town, and some people are talking about her.
Condition your players to talk to NPCs, like conditioning them to check every vase in house for potential treasure.
Dialogue, Characters, and You.
I also agree on Griever's idea on NPCs; it seems nice. I haven't seen much of it as compared to random walking NPCs, but it would be interesting to see it implemented much more often.
Dialogue, Characters, and You.
Is it just me, or am I seeing lots of standard, unemotional dialogue in RMN games? When I read the dialogue, it doesn't land.
What I think is missing from some games is purpose and characters which resemble actual people.
I've been playing an RM RPG (I won't get into what it is for decorum's sake), and the dialogue for NPCs isn't too bad, but it could use a lot more work to make them more interesting and give much more emotion.
Just some rant from a random bystander.
What I think is missing from some games is purpose and characters which resemble actual people.
I've been playing an RM RPG (I won't get into what it is for decorum's sake), and the dialogue for NPCs isn't too bad, but it could use a lot more work to make them more interesting and give much more emotion.
Just some rant from a random bystander.
More NPC Dialog... that won't choke a horse
Ah darn, I just want to end this already. Got wife and kids back at home, y'know?
Just shut up. All of you. This is just stupid.
My dad's a scholar and he knows stuff y'know! Do you know stuff too?
It's kind of popular for people to set the forest on fire. Come back later, and you see lots of gold on the ground.
I think you should try and hint it than actually writing it directly.
Just shut up. All of you. This is just stupid.
My dad's a scholar and he knows stuff y'know! Do you know stuff too?
It's kind of popular for people to set the forest on fire. Come back later, and you see lots of gold on the ground.
I think you should try and hint it than actually writing it directly.













