J1M
Arcane
- Joined
- May 14, 2008
- Messages
- 14,628
Crits create damage variance, but there is also a trend towards them activating other abilities. I like crits and I like abilities that proc, but I prefer to see them separate from each other.Hello new here ^_^.
Trying to decide on some things for a game I am making, and to talk about RPG theory in general.
* Many RPG's have "Crits" where you usually have min damage, max damage, and some % chance to deal critical damage.
Is this important? Would you think more, or less of a game if it had crits? What is the real purpose of crits, and why do so many games use this system? Are crits a gimmick?
* I also notice a lot of RPG's these days have a great amount of story before you actually get to go out and do stuff, this is a bit annoying to me personally, but maybe most RPG gamers prefer this? I like a quick intro to tell me where I am, what I am doing, why I care, a little bit of dialog, then do some stuff, and then a little more dialog. etc. etc.
How do most RPG gamers prefer this pacing to be? What % do you want these to be? 20% story 80% action? 50% story, 50 % action?
* For a Final Fantasy style game do you prefer old school turn based combat where you select all actions for your characters, and then initiate the combat (Final Fantasy 1 style)
OR
Do you want an active ''action'' bar where stamina refills, and when it gets to the top you can select an action for that character, and he attacks as soon as you select target ( Final Fantasy 7 style)
* in a Final Fantasy style game are new battle mechanics welcome? For example AOE spells ( as apposed to single or all target) or your character does not jump back to his starting position but stays close to the enemy after he runs up to attack. Or do you prefer a might and magic style battlefield?
I guess that is all for now, will think of more questions later .
There was so much weeaboo story at the start of Golden Sun 2 that I stopped playing it. You'd be better off starting the game with the character in an easy-to-understand situation that they need to get out of. For example, trapped in a cave.
People around these parts will be open to variations on combat mechanics. The ones that will be viewed as good are those that introduce interesting gameplay. One of the Penny Arcade games, Rainslick 3, has an interesting take on mana. At a basic level it is about deciding to do an ok ability on turn 1 or an ability that is twice as good on turn 2. A variety of gear, ability choices, and enemy mechanics introduce additional layers of complexity.
On the other hand, if you create a game that looks real-time so you can hide the fact that it is too easy by distracting the player with button mashing (Dragon Age 2) it won't sit well.