My sentiment can be essentially sum up in two words, "Open World". I believe that if the game design is done right with the right aesthetic to accompany it, A real RPG could be a truly fun and engaging piece of entertainment. Although so far I haven't play anything like that.
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*Turn based or real time battle systems
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Neither. There should be a way to progress through the game world without fighting. I think the model in which we are so use to as in "go out, kill stuff, gain experience, and go out and kill stronger things" is really only there because technical restrictions and lack of imagination in terms of the game design. We should be able to travel the world as a beggar if we so choose. Start a shop, become an entertainer, a local bully, whatever.
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*Male or Female lead
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It doesn't matter, you should be able to choose.
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*A single main character or party array
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Again, you should be able to choose, between going solo or surround yourself with your allies and friends, your choice.
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*General Theme? (e.g. Futuristic or medieval)
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Why can't it be both? It really depends on our concept of what element can be considered to be futuristic or medieval anyway.
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*Should there be transition between field screen to battle screen, or should battles take place on the field itself
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Again, it is moot. Considering that the reason in previously so call RPGs, this is done mainly because of technical restrictions. Unless there special requirements I don't see any reasons to have the battle taken place outside of a integrated control model.
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*Should it feature a world map, or should areas be interlinked/ linear
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See above.
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*Should there be more focus in RPGs - in other words, integrating more game play genres - such as sport, racing, etc. Okay you see this in mini games, but should there be a grander focus?
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I have no problem in terms of integrating other type of genre of game into role playing game when appropriate, like some of the tycoon simulation, sports simulations, trade simulations for example, as an alternative to progress through the game. In fact, it would be most interesting if that some how we would be able to balance the advantage and disadvantage of different way to progress through a game, as oppose to how it was usually done.
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*Cut out the cliched elements such as 'romantic love stories' or 'save the world story line?' or the 'annoyingly pathetic heroine who is always in distress' - How would you go about changing these cliches?
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There is no reason to actually cut them out, if you have an Open World where the player get to decide for themselves whether or not to participate in the larger world event in the time of their own choosing. For example, if the world needs to be saved, if the player doesn't participate in that event, other heroes in the world will rise up, but the player can help if he want, of if he doesn't. Or maybe the player will go against the heroes if they so choose. If the player can have the choice, they can choose if they want to be pathetic or not, or whether or not to fall in love.
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*Should it be more about game play than story line?
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Story line is a game play element, is it that much of a stretch of imagination? If the player can progress through the time line of the game however they choose, there should be possibilities for good story line if the game is well designed, as difficult as it might seems.
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*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
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Like I said, we should have the option to choose whatever that we want to use. Even with status restrictions, but we have no technical restrictions for such things. Even though a sourcerer would not be able to handle a war hammer very will, they can channel their magic into it to make it into enchained hammer, if you will, so that when it actually hit anything, it makes it counts, but not actually overriding the advantage of a barbarian that is using it much more effectively, in other words, the player get to choose different weapons base on the status of their character and proficiencies, rather then restrict the player to a class base weapons system.
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*What would be an ideal battle engine - combos, limit breaks, magic system stc - how would you like it
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If there
have to have a battle engine, it should be something intuitive. I personally think as long as it serves its purpose, it'll be okay. Although I generally prefer action game's approach to battle system (like devil may cry and some other hack and slash stuff).
Jam it back in, in the dark.