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Nephilim Mage
Joined: 20 Jun 2002 Posts: 414
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Posted: Mon Sep 12, 2005 6:27 pm Post subject: Non-combat RPG's |
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Considering my recent displeasure with Zelda 2, I picked up a different GBA title called 'Mario Golf Advance Tour,' which has some definite traditional RPG elements to it. You wander around a map, explore locations, talk to people, and level-up your characters with experience points that make them more skilled. In this case, your skills apply to golfing rather than combat.
This got me wondering - are any of you working on, or have you worked on in the past, RPG's that break out of the "level up to get better in combat" mold? And if so, what design challenges did you run up against? _________________ Visit the Sacraments web site to play the game and read articles about its development.
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biggerUniverse Mage
Joined: 18 Nov 2003 Posts: 326 Location: A small, b/g planet in the unfashionable arm of the galaxy
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Posted: Wed Sep 14, 2005 3:11 am Post subject: |
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I haven't, but this is exactly why I hang around RPGDX. I like this idea. It's still only cracking the mold, since there is discrete leveling, but by different means and for different purposes is a big change in direction. _________________ We are on the outer reaches of someone else's universe.
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Terry Spectral Form
Joined: 16 Jun 2002 Posts: 798 Location: Dublin, Ireland
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Posted: Wed Sep 14, 2005 10:05 am Post subject: |
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Ditto, I've never tried that, but on a tangantly related note, I borrowed an aspect from a golf game as a device in my current RPG project.
In a normal RPG, the damage you deal is usually simply a function of your strength, weapon bonuses, the opponent's defense and a random factor. I wanted to replace the random factor with something to measure the players skill, so I built a "golf meter".
It works like this: when you select attack from the menu, the meter charges up as the hero approaches the enemy, when you press confirm again, the attack triggers and deals damage relative to your position on the meter. If you get a perfect, the meter goes back to the start position and you can keep going for multiple hits (up to 5x).
In practice, it works a lot better that I expected it would, so I'll definitely be keeping it in this version. _________________ http://www.distractionware.com
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RuneLancer Mage
Joined: 17 Jun 2005 Posts: 441
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Posted: Wed Sep 14, 2005 8:50 pm Post subject: |
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Personally, I'm a very old-school developper and have a hard time enjoying RPGs without the traditional random encounter/level up system. Just a quick bit of background to keep in mind while reading my post.
I think it's important to keep in mind that character developement, irrelevant of the system, should always have an underlaying design-related reason for existing. The level system serves a two-fold purpose: pacing the game so the player doesn't just breeze through dungeons, and preventing the player from progressing too far too rapidly by exploring dungeons they shouldn't (and rewarding them with higher-tier equipment and items; I'm sure we've all gone through hard dungeons early on to get a certain weapon or spell, like FF4's cave of summoned monsters for instance.) If whatever system the game uses doesn't have a purpose for being there, then there remains one thing to consider: how fun it makes the game. And, even more than purpose, this last thing is what should be a priority.
As developpers, we enjoy seeing new ideas and like to think of innovative things. But no matter how impressive a system, when it becomes a chore for the player and when the game could simply do without it, we've failed.
One game that failed in this respect is, to me, Front Mission I. I loved this game. A lot. It was awesome. But one of the means of powering up a character, by replacing their mecha ("wanzer")'s parts, was pretty badly implemented. The thought of replacing every part on your machine sounds great in theory and should allow for a lot of customization that levelling wouldn't give. In practice, a typical trip to a shop meant buying the best parts available there and going through all of your characters, one by one, and outfitting them part by part with what you bought. There was some decision making involved: deciding wether to have a shield and a launcher or two launchers (weight vs damage), and how to set up your guns. But the rest?
Where did it go wrong? Well, the system was great and innovative, but every character was practically the same. There's no ability to take advantage of, such as "well, this guy's wanzer has high power but low defense so I should compensate for that" or "this character's better with ranged weapons so I can foresake defense in favor of movability to attack from afar." These decisions rarely came up because there were so few cases where equipment other than guns would focus more on one ability than another and so forth. It was unecessary and time-consuming to upgrade parts when everyone would get the same stuff.
What am I getting at? The game could've just allowed you to change your weapons and merely buy stronger wanzers. Or have characters with different strenghts and equipment that varied in terms of which stats were affected.
Luckily the game had the good old levelling system as well. ;) _________________ Endless Saga
An OpenGL RPG in the making. Now with new hosting!
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Nephilim Mage
Joined: 20 Jun 2002 Posts: 414
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Posted: Wed Sep 14, 2005 11:45 pm Post subject: |
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Chaotic Harmony wrote: | Ditto, I've never tried that, but on a tangantly related note, I borrowed an aspect from a golf game as a device in my current RPG project. |
That's very cool, and it's the sort of thing that makes for a fun game, IMHO. I've seen some other RPG's that use some "twitch" elements to add some depth to the combat. For instance, FFX(?) had the thing where if you time a button press when the hero is swinging at an enemy, it does bonus damage, and Paper Mario - Thousand Year Door has different little twitch elements for each attack type to deal bonus damage. _________________ Visit the Sacraments web site to play the game and read articles about its development.
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Terry Spectral Form
Joined: 16 Jun 2002 Posts: 798 Location: Dublin, Ireland
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Posted: Thu Sep 15, 2005 9:16 am Post subject: |
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Nephilim wrote: | That's very cool, and it's the sort of thing that makes for a fun game, IMHO. I've seen some other RPG's that use some "twitch" elements to add some depth to the combat. For instance, FFX(?) had the thing where if you time a button press when the hero is swinging at an enemy, it does bonus damage, and Paper Mario - Thousand Year Door has different little twitch elements for each attack type to deal bonus damage. |
Thank you :)
I think you might be thinking of FFVIII, and you've just mentioned one of the reasons why I think it's the most underrated game in the series. In my opinion, anyway. I'd love to try and make a miniRPG with a modified junction system, just to see how it could work with a little tinkering.
Unfortunately, I've never played the Paper Mario games.
Just wondering though, are you working on something with this approach in mind?
RuneLancer wrote: | I think it's important to keep in mind that character developement, irrelevant of the system, should always have an underlaying design-related reason for existing. |
Heh, I wish I could remain that logical when I work at game mechanics. I usually go with what I think might be cool, and get rid of it if it doesn't work :) _________________ http://www.distractionware.com
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Nephilim Mage
Joined: 20 Jun 2002 Posts: 414
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Posted: Thu Sep 15, 2005 6:11 pm Post subject: |
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Chaotic Harmony wrote: | Just wondering though, are you working on something with this approach in mind? |
Not right now - my free time is booked solid until after Halloween.
But I *have* tinkered with the idea in the past. I was thinking of making a sci-fi game where your character advances in programming skills in different areas of programming. This allows you to assemble "agent" programs of different types to release out onto the Net. Different programming approaches solve problems differently, and mixing programming approaches allows you to create new and interesting behavior in your agents. There would still be "combat" of sorts as your agents go up against tough corporate ICE, but the main focus would be to research the type of ICE used to protect various nodes, and then designing agents that could defeat it. I've got the game mechanics pretty much all worked out - it would work as a computer RPG or a pen-and-paper RPG at this point - but that's as far as the idea got. _________________ Visit the Sacraments web site to play the game and read articles about its development.
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Nodtveidt Demon Hunter
Joined: 11 Nov 2002 Posts: 786 Location: Camuy, PR
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Posted: Sat Sep 24, 2005 2:02 pm Post subject: |
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RuneLancer wrote: | Personally, I'm a very old-school developper and have a hard time enjoying RPGs without the traditional random encounter/level up system. Just a quick bit of background to keep in mind while reading my post.
I think it's important to keep in mind that character developement, irrelevant of the system, should always have an underlaying design-related reason for existing. The level system serves a two-fold purpose: pacing the game so the player doesn't just breeze through dungeons, and preventing the player from progressing too far too rapidly by exploring dungeons they shouldn't (and rewarding them with higher-tier equipment and items; I'm sure we've all gone through hard dungeons early on to get a certain weapon or spell, like FF4's cave of summoned monsters for instance.) If whatever system the game uses doesn't have a purpose for being there, then there remains one thing to consider: how fun it makes the game. And, even more than purpose, this last thing is what should be a priority.
As developpers, we enjoy seeing new ideas and like to think of innovative things. But no matter how impressive a system, when it becomes a chore for the player and when the game could simply do without it, we've failed. |
I agree with ya. :) I think a lot of designers like to fuck with gameplay aspects for the exclusive right to say "but my game has original gameplay!" even if their gameplay sucks flavour straws...original doesn't always mean good and I think a lot of designers get so caught up in making some kind of original system that they forget the true purpose of a game: to be fun. If the classic tried-and-true system is fun, then use it...that's my opinion and I'm sticking with it. :) _________________ If you play a Microsoft CD backwards you can hear demonic voices. The scary part is that if you play it forwards it installs Windows. - wallace
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