Sup. im makin an rpg, inspired by jrpgs like earthbound, deltarune/undertale and mario rpg. and if there is one thing i hate its tropes or wiered features n stuff, what are things that you dislike in most rpgs youve played like tropes or features? Your answeres will be very helpfull so i can avoid these
i Love rpgs. But i don't know anything about how they be made. Numbers go up. Maybe the go down. why not sideways?We are the music makers. We are the dreamers of dreams.
to the anon above this post - either you think in the 4th dimension or ur high lol, words cannot descibe my fucking confusion confusion
>>3854185>what are things that you dislike in most rpgsThese games>earthbound, deltarune/undertale and mario rpgand any games inspired by them.
>>3854418this anon is correctle quirky randumb indie pozzed pixelslop is cancerous and you shouldn't do that
>>3854453I'm more interested in what it would mean to be incorrect. Did the government plant a chip in your brain? So your thoughts and opinions aren't actually your own? And how would another anon know that?
>>3854185>What tropes/things do you dislike in rpgs and wish for different?I'd be in the minority here, but I dislike having a massive party. If I had to choose between a lively world of characters and just one I'd rather spend 100 times longer getting to immerse myself in a single character or narrative rather then then playing 100 short unique quests. >I am also making an RPG, here are some questions for vrpg:-What is your favorite RPG and why do you enjoy it?-Is there a "most important element" of an RPG?-What do you think kills most indie RPG's? -Where is the line in the sand for what gets qualified as an RPG. Battle Mechanics? Narrative? Perspective?I'm in a similar boat with making a game. I worry that people wont like the style or story.The idea I have in my head is very stylistically unique and unlike a lot of other games on the market. I've been working on a rendering pipeline and tools for years and feel like it might not grow to the scale I'd like. I wonder if going smaller scale with an arcade title or a puzzle game might be a better first dip into game development...
>>3854185Decide if you want heavy character investment or a large cast. The worst is when an RPG gives you a ton of characters but disincentivizes you from using them.>earthbound, deltarune/undertale and mario rpgDon't worry about making something for everyone, because you won't.
Same here I'm also a dev working on a turned based rpg. How would you guys improve turned based combat and make it more fun? Timed attacks are really fun, but what else can be added?Advice I'd give as to what kills most indie rpgs, too many indie rpgs try too hard to be quirky like UT/DR and add useless party members for added fluff. Focus on what makes your world special rather than trying to be like those that came before you.
>>3854185Make a shounen-type game. There's almost none that aren't about jerking off the pre-written plot, so playing in your own is (somehow) niche. Aura Clash gave me a hunger for more.
>>3854513I love mother 3's rhythm based attacks that pair with the games music. Having something that is already baked into your combat system be dual purposed it super cool to me.Here's a few suggestions:>Make menu traversing into it's own battle.I.e the player can still be hit by attacks while navigating menus and needs to time an action to go damage free.>A possession mechanic, in which an enemy swaps places with the player. Stats and all. The player and enemy will switch for one turn and use their opposing move sets to damage one another. After one turn, they swap back. >A multi directional 3d battle screenRather then having one direction of action, the player rotates the enemy and can hit it from any angle, and vice versa.
Include the option to create a full custom party of generics.
>>3854185>tropesHi esl sar. You sure you understand what trope means? Tropes aren't "bad" or "good", they just are.
>>3854489>I worry that people wont like the style or story.Wrong approach. I suggest you finish a script (1-2 pages) and finish systems, battle mechanics aso. Then you can start level design and after a while finish a screenplay. Don't start the screenplay first, this will never work out.
Party size is important to me.I want four. Not one, not two, not three, not five, not six, FOUR. no more, no less. You can start as one guy and gain your party, swap out a party member every now and then for story reasons, go without someone for a bit, but at the end of the day, your game should be 4 niggas in a row. Second is buildcrafting/party setup. I want to be able to customize my party meaningfully at almost any point in the game even mid-dungeon, through whatever systems are available. FFIII/FFV job system? sure. A really in depth equipment and weapon system where gear aren't just blocks of stats but tools with upsides and downsides? cool with me. Doesn't matter, just give me the ability to make each playthrough different gameplay and strategy wise.
>>3854641Really? Strong dislike. If everything can be changed on a whim, why bother with choices? This kills games.
>>3854643I understand the concern, but in practice I disagree. FFV is a very strong example. There's a million ways to break the game in half, and the more knowledge you have the easier it is to break, but on the first few playthroughs without looking anything up, it strikes a good balance between freedom and challenge. Being able to change the jobs of all of my party members mid-dungeon at no point felt like it was trivializing the game, and changing setups on the fly to account for weaknesses I can take advantage of (Using geomancer in a dungeon full of pitfall traps, using bard and white mage for dungeons with prominent undead enemies, ect.) is very satisfying, and being able to more easily plow through some areas because of good planning is a good reward for good thinking and planning, as long as things aren't too trivialized.The problem is, this sort of balance is quite hard to achieve. I'm also a fan of only being able to change in certain areas, but having those areas always accessible should you do some backtracking. Having to prepare in advance of an expedition is it's own fun, but I hate being locked into countless hours of game with the same setup that I have no power to really modify meaningfully.
>>3854657>being able to more easily plow through some areas because of good planning is a good reward for good thinking and planningI am a low IQ individual
>>3854657Middle ground would be that class change on a whim is available starting ng+.>>3854658Keke, who isn't nowadays?
>>3854643For me it's narrative hard commitment C&C with tactical flexibility akin to this anon's example >>3854657
>>3854185Wicked Silksong fanart bro
>>3854639What would a script pertain, just a generalized game document covering mechanic idea's and concepts?I already have the limitations baked into my project by the hardware I'm using. The one thing holding me back from developing an RPG over other types of games is the time requirement. I worry that I will spend far more time developing a larger scoped game than if I had chosen another genre. Which could heavily backfire if it doesn't catch on. I already have experience with a platforming title that took over 4 years to complete on the same hardware and I want to try and minimize the total development time for the sake of those following the project as well as my own sanity. Are shorter RPG's with smaller worlds and less characters still interesting? I feel like I could make a great narrative with unique visuals and interesting gameplay (at least for the NES). I just worry that the general public wont care at the end of the day.
>>3854185>Sup. im makin an rpg, inspired by jrpgs like earthbound, deltarune/undertale and mario rpg*deep sigh*
>>3854638He probably meant to use the term "cliché" but he doesn't know the difference between a trope and a cliché.Here, let me help: A trope is like "term". It's a word, a symbol which invokes a concept you share in common with your audience. If you and your audience do not share a common lexicon between you, then you cannot communicate. Thus, all tropes rely upon sharing some culture with your audience. If you and your audience don't have cultural experiences you share in common, you won't be able to use tropes referencing those components of culture, just like you can't use words that someone else doesn't know because they literally do not know what those words mean. A trope is more complex than a word. You might consider by analogy that a word is like a single page or even just a paragraph explaining what the word means. That is to say, the word is a symbol which stands for that paragraph / page of definition. But a trope is more expansive in scope than that. A trope doesn't just have a definition, it assembles a synthesized meaning from the component elements which comprise it. In that sense, a trope doesn't exactly just have a simple definition, it is instead of a specific "method" of assembling inputs in a reliable manner to produce an output. And this "method" has a cultural basis because it relies upon the vast - and nebulous - array of cultural concepts in order to construct its meaning.A cliché, on the other hand, is a specific concept (which might be a trope) that has been so thoroughly analyzed and understood that it has nothing new or interesting left to say to the culture of the audience. If it's novel to the audience, it's not cliché. There's a related concept called "kitsch". Kitsch is like camp, except unlike camp, it isn't self-aware. Kitsch lacks subtlety and is immature accidentally. Camp is self-aware and intentionally performing itself satirically for an ulterior purpose.
>>3854513>How would you guys improve turned based combat and make it more fun?I have a great idea, but I'm saving it for myself lol
>>3855295I think you're confusing tropes with memes or some kind of coded subtext. The maid and butler "As you know..." conversation is a trope. There is no cultural basis for it, because people don't talk like that in real life. It's exposition.
>>3855334Tropes are essentially a type of meme thoughever
>>3855258Ok, what kind of an RPG do you actually want?I've heard soo much of these enthusiast basher types that hate on what's popular. What is your perfect RPG bucko?
>>3855647none of the games you listed are even rpgs lil bro, even with that they're like the most entry level baby shit, I've had no idea that real people besides woman and children can be fans of these
>>3855652I'm not OP and you haven't answered the question. I personally don't care for the popular stuff, but am annoyed at the elitists snobs who's goal is to just call the current landscape of RPG's baby's first RPG or retarded goy slop for trying something different. I want to know what your perfect RPG is. Some super difficult, obscure and off the wall game "le hidden gemme? The exact same game made in the 1990's but with a graphical swap of fat tittied anime children? What exactly do you want out of the modern RPG developer?
>>3855334"Meme" is a scientific term. It's a psycho-cultural equivalent of "gene". Literally every thought in your head is a meme or composed of memes (a "memeplex" is a combination of multiple memes which produce a new concept emergently that no single component is capable of encoding on its own).Don't try to interject to talk about things when people who actually know what they're talking about are speaking.
>>3855700>not mentioning that it's a portmanteau of "mental" and "gene"You done goofed, professor buttsworth.
>>3855652So you have absolutely nothing to add?Then don't throw shade at people who actually tried.
>>3854185Itt: the biggest greaseballs you know recoil in agony at the thought of someone enjoying Nintendo rpgs.
>>3855652Based af
>>3855664>The exact same game made in the 1990's but with a graphical swap of fat tittied anime children?what are you even on lmao, I just took a leak on jrpgs and you imply I like them? And what does game graphics have to do with mechanics?
>>3856288That's a normal reaction though. The vast majority of people shudder when they hear someone enjoy consuming shit.
>>3856540Again for the third time I ask, what do you actually want? Do you even like RPG's? I'm getting the feeling you don't actually know what one even is. I get not liking the indie scene and it's "muh childhood" enjoyers, who want games that are the same as _____ (insert RPG title here but sexy). There are the "hardcore elite gamers" that want another 400 hour grind game with extremely niche and difficult to understand mechanics and constant losses. At the end of the day I could not care less. I simply want to know: what do you, random anon on this basket weaving website actually want out of the game space.I honestly think you have nothing to say at this point. You don't like RPG's. Hatred for hatreds sake. If not, then answer my question and stop stalling.
>>3854185I hate being railroaded. If I'm forced into making "decisions" I don't want to make and have basically no agency over the story, I'm apt to drop the game almost immediately.Another thing I hate is sequencing. Its a horrible mechanic. Just have everybody attack in the same order in turn.
>>3855171What system are you developing for?
>>3856702NES