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*Turn based or real time battle systems
I'm a fan of either, but real time would probably be more engaging than waiting forever for some battles to end. Although turn based can give more thought into each action and is more flexible, real time can be fun in an adrenaline way. *Male or Female lead Since I'm a girl gamer, I almost always love to control a male. >.> When we have a choice of putting characters in a party, my party will almost never have a female unless she has some power that is necessary for battle. *A single main character or party array A party is a must for an RPG. Character interactions and not to mention character back stories can really add color to the people you are controlling. It can tell us that everyone has different reasons but are pursuing the same goal. *General Theme? (e.g. Futuristic or medievil) It really doesn't matter to me. As long as they can pull it off well in the story and not make it sound unintentional, then I don't care if they make a 21st century RPG. However I'm partial for old period genres. *Should there be transition between field screen to battle screen, or should battles take place on the field itself I would prefer a different screen for battle, but I've played games that had really good field battle tactics. However I've played many more RPGs involving battle screens, and in general the field looks much cleaner without monsters crawling all over the place. *Should it feature a world map, or should areas be interlinked/ linear I really miss the days when you can walk on a huge map and enter towns and such without anything linear holding you back. I prefer world maps; it gives a clear picture of where you are. *Should there be more focus in RPGs - in other words, intergrating more gameplay genres - such as sport, racing, etc. Okay you see this in mini games, but should there be a grander focus? Mini games are fun, but I rarely find myself doing any of these unless I really want this item or want more money. Basically put in a few mini games for items and money, and throw in one for those who enjoy battling, but don't make it detract anything else from the story. *Cut out the cliched elements such as 'romantic love stories' or 'save the world storyline?' or the 'annoyingly pathetic heroine who is always in distress' - How would you go about changing these cliches? Romance in RPGs never seem to work well... I can only name a couple successful RPGs that incorporated romance into the main theme of the plot (as in the main character is the lead for romance). If the RPG can have a successful love plot, more power to it; I'll probably play it first thing. Most RPGs should focus on one big plot, but sub themes wouldn't hurt. Any successful RPG in my book would have more to talk about than "saving the world", be it friendship, meaning of death, religion, revenge, war, money, justice, etc. Kind of like reading a novel... you want to expect some more and want something to warrant thought. *Should it be more about gameplay than storyline? Any RPG should have a good balance. Far too many RPGs have sacrificed one for the other, but the priority to me is story. Sometimes battles can be arduous and painful, but if the story proves good then I can painfully get through these battles to see the next scene. But, the game shouldn't be designed to screw you up like that. Get some good battles in there! *Weaponry - What would you have, what would you cut out...like the main character almost always has a sword, and the heroine is a weakling with a staff I hate those ridiculous stereotypes that women must use a staff and the main character use a sword. Have some creativity... come up with women that come out stronger than the lead or women that aren't just magicians. Have the lead use different weapons. Guns are fun too. *What would be an ideal battle engine - combos, limit breaks, magic system stc - how would you like it Whatever works for the RPG. Magic is fun, combos are fun. I can do without limit breaks. Jam it back in, in the dark. |