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*Turn based or real time battle systems
-Turn based, but with plenty of customization and 5-8 characters. *Male or Female lead -Eh, doesn't really matter...I'd settle for an interesting party, with no set leader (basically a mute). *A single main character or party array -See above. *General Theme? (e.g. Futuristic or medievil) -War tends to breed the best storylines I think. I'm not picky in regards to the futuristic/medievil thing. *Should there be transition between field screen to battle screen, or should battles take place on the field itself -Fast transitions. Suikoden 1/2 or FF6 would be ideal...Get into the battle, fight, then get out as fast as possible. *Should it feature a world map, or should areas be interlinked/ linear -In my experience, my favorite RPG's all have world maps. The linear thing (FFX) doesn't work for me because I always think you should be able to explore the map. *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? -Fun minigames are a plus, but the core focus should be on the balance of the battle system...It can't be too easy, it can't be too hard (although I mean in the sense that it can't be unfair...Hard is normally a good thing because it forces you to think about what you haven't been doing right up until that point). Give me an RPG with good-to-great character interaction and a smooth, polished battle system and I'll probably play it straight through. *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? -Leave some in, but do them right (in other words, do something to make me care about what's going on...). I mean, I don't mind rescuing a princess if its' a character I like from the game and they make it fun to do. *Should it be more about gameplay than storyline? -A good balance is needed...Something needs to drive the story forward well and give reason for the characters to do/say what they do, but that's no reason to skimp on the gameplay. *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 -Not too concerned here...Whatever works. *What would be an ideal battle engine - combos, limit breaks, magic system stc - how would you like it -Suikoden V's. Plenty of character positions (normally 6, with formations for 2-5 as well...RPG's not called Chrono Trigger with only 3 character slots annoy the hell out of me), runes for magic, formations to play around with, special attacks, plenty of preparation needed...That game had basically my ideal battle engine, although I might try mixing it with something like Grandia's and make timed hits more of a factor. Be less of an excuse to auto battle each time. Jam it back in, in the dark.
I'm taking over this town...
I'm screaming for vengenace... I'm shouting at the devil... I'm not dead and I'm not for sale... Ain't lookin' for nothin' but a good time... |