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Turn based or real time battle systems
Real-time menu-based (maybe even grid-based). Any less is archaic. Male or Female lead How about this - no lead? Let each character get the equal amount of exposure and let the player decide which one should be considered the lead. A single main character or party array According to the above, party. General Theme? (e.g. Futuristic or medievil) Medieval. I personally don't like futuristic settings because they're usually too limited in terms of what could have developed in the future. Should there be transition between field screen to battle screen, or should battles take place on the field itself Do we even need a field screen? Battles in the typical RPG are too... unwarranted. I would rather prefer there be a reason behind each battle - and not have battles end up being human slaughtering beasts/demons/undead/other. Should it feature a world map, or should areas be interlinked/ linear Hopefully world map, if we're looking at this style. In my ideal RPG, there's no need for one. 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? This is an RPG. Intermixing gameplay genres will create a lack of focus on behalf of the developers. 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? Simply put... base everything off of a different premise. Should it be more about gameplay than storyline? Ideally both, but if I had to choose I'd take storyline. 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 If we're talking strictly on medieval times, sharp weaponry should be the only thing on the field. What would be an ideal battle engine - combos, limit breaks, magic system stc - how would you like it I had an idea once... a constantly-changing stat that would decrease when fatigued (using actions including running) and increase when resting (or healing). It would force battles to be a lot more strategic, to say the least, and also keep "running" from being obsolete. I mean, what is the point of running through a dungeon if the monster encounter rate is higher? Most amazing jew boots |