SLASH'S PROFILE

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APATHY IS FOR COWARDS
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I make video games that'll make you cry.
BOSSGAME
The final boss is your heart.

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This has something to do with time...

It depends on the game and genre. Action games are shorter and sweeter because the focus is typically on gameplay and less on plot and story development.

RPGs have the ability to span into epics the length of novels or longer, but can also read like a short story. They're not common, but my favorite kind of video game is 40+ hour RPG that manages to get its hooks in me with great characters. I can't put it away, just like I can't put away a brand new book.

Realistically, however, 2.5 hours is fine for a solo-produced RPG, knowing that your story is going to be limited by that constraint. A 2.5 hour story can still be suprisingly addicting, and if you have the gameplay to match, your audience will eat it up, and you'll probably get the most downloads. For a solo game-maker, I couldn't expect many people to go beyond 5 hours without giving up or getting bored. That being said, the game I'm currently making has a story that could reach at least 10 hours without adding any filler... I think I'm setting myself up for quite a bit of work :P

Oh, and Wilfred the Hero is an amazing game that you can beat in probably 2-4 hours. It has a great atmosphere and fun as hell battle system, even if the intro is *almost* unbearably tedious. But that's also a good example of a game that was supposed to be multiple chapters and ended up dying after the first.

Challenge versus Frustration

I agree with Calunio. Frustration is going to drive you to ragequit a game much faster if you didn't pay for it and there's nothing at stake. I would definitely write something in your game description about the game being legitimately frustrating so the player knows beforehand. Less people may play, but more who play will finish.

And... there's an article on this site, by Brickroad, I believe, about building your player up for harder and harder puzzles and challenges. For example:

1st challenge) Have them find a locked door, but make the key pretty easily found.
2nd) Have them find a locked door (now they know they need a key) and then make a monster say "aha! I have the key!" so they kill it.
3rd) Have them find a locked door, make the same monster dance around hinting he has the key, then have him run away and make the player catch him.
4th) Have them find a locked door, put the same monster back there, then make him run and then hide him behind a boss, setting your player up for a huge fight.

...or something like that. Basically, you teach the player things (You need keys to open doors, monsters like to steal keys, the monster is a wuss and will run away) and then you can expect him to be ready for your next, more devious, challenge.

Difficult Boss Battles, Skippable Cutscenes, and Rage

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Well, that makes sense for something like Trauma Center, I suppose. But Trauma Center is full of new and intuitive gameplay. My or any RM game can have as many custom battle systems as it likes, but the gameplay is typically standard fare. I've done my best to spice it up and keep it lively, interesting and challenging, so that people who really enjoy RPG gameplay would have fun and get into the battles.
You wouldn't really need the horrible story (if it was horrible anyway) to enjoy/excel the ideal gameplay that you mentioned.

I'm willing to admit I want people to listen to and like my story. I suppose adding skippable cutscenes would make more people play it and that people who want to watch cutscenes will still watch anyway. But breaking up the game into pieces of "Do you want to watch this cutscene? You don't have to. It's okay." breaks the fourth wall horrendously. It also means double-coding to make sure that stuff that happens during the cutscene is still done even if you don't watch it (ex. a window breaking).

Difficult Boss Battles, Skippable Cutscenes, and Rage

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MOG, that's not what karsu's saying. He's saying that you don't need idiotic stories to begin with. Do you really want to play Tales of Phantasia? Do you?


Tales games have fun battles and interesting (if not a bit... overdone/overcomplicated) stories. I remember loving Tales of Symphonia, and I still like some of the later parts of Abyss.

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The story is just there to explain why you are shooting squid like monsters with surgical lasers in someone's body. If you don't care why, then there should be no problem.


Well, that makes sense for something like Trauma Center, I suppose. But Trauma Center is full of new and intuitive gameplay. My or any RM game can have as many custom battle systems as it likes, but the gameplay is typically standard fare. I've done my best to spice it up and keep it lively, interesting and challenging, so that people who really enjoy RPG gameplay would have fun and get into the battles.

The story is part of an RPG, or at least, my game. I suppose I could let people skip cutscenes. But Sonic 1 could have let me skip past Labryinth Zone when I was a kid, too.

Party Size

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http://rpgmaker.net/articles/2/This will likely interest you.

That was definitely a great article. Taking a look at some Final Fantasies:

FF6 actually turned out to be amazing, even with 13 characters, and each had some good backstory and contribution to battle. It kind of suffered because it didn't have a strong central character, though, and I wish it did.
FF7 did pretty well with 8 (9?) characters, and their individual backstories and contribution to the plot are very well-designed... but gameplay-wise, they were too similar. They shared everything but weapons and Limit Breaks.
FF10 expanded on FF7 by including around the same amount of characters with great stories, but also gave gameplay value by seperating them by individual characteristics. Some monsters required certain characters to defeat, and with the ability to swap characters on-the-fly, this made for a great, quick-paced battle system, and no characters got too much love... except Tidus.


So there's a need for balance. If your RPG requires tactical gameplay, you might need to add more characters to in order to add more skills/mechanics. But, if your story is too shallow, adding more characters will only detract from the plot, and people will be left wondering, "Why is this guy with me again?"

Can't change Text System anymore

You mean the text font? I'm curious about that too actually.

wars screen 5.png

This is an amazing-looking junkyard. Where did you get that chipset?

How tolerant are you to legitimately difficult bosses?

I love difficult boss battles. Hell, sometimes I even love boss battles where I was doing great and then ran out of MP and got overwhelmed, and the only solution is a little grinding or more clever strategy. This is in more standard RPGs like Dragon Warrior III, or even Golden Sun.

It's been a while since I've played a really good console RPG, but I specifically remember Final Fantasy X having some pretty rough fights with some tricky strategy, like the one against the flying dragon where you're controlling the ship and attacking, or... Yunalesca. ROAR. It's great because you can switch characters on the fly and you HAVE to for certain fights.

Difficult Boss Battles, Skippable Cutscenes, and Rage

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You should never need to die purposely on a boss battle.

My bosses would be intrinsic to the story, so if you follow the story you'll automatically get hints as you progress. If you slop through all of the dialogue you'll end up missing important information.

This is a good point. It would be dumb as hell to force people to fight each boss at least twice. But the hint wasn't going to be the only source of information. A lot of it would be gleaned from previous monsters (with similar strats), hints in the dungeon (notes, warnings, secrets, or talkative NPCs), and clever intuition on the player's part.

There's also a character with a "scan" ability that gives hints as well. The only problem with this is that it might be too... necessary. If someone has an ability that reveals a big clue to defeating the boss, other available characters would have to be damn good to make up for not having that ability.
Maybe I should have a semi-rare consumable that does the same..?

Difficult Boss Battles, Skippable Cutscenes, and Rage

I wouldn't give out important information like where to go next in a once-only cutscene, but there's going to be plot and character exposition in them, and I don't want that to be skippable. I'm not going to make NPC's stand around and repeat "He's the bad guy, you should kill him, remember that one time he killed your mom?", etc.
That sounds awful at best and I can't even think of a professional game that does that, but I don't think that's what you were getting at.