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[General Discussion] An Ideal RPG?
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ArchesFan
And for my next trick....he'll confess.


Member 7800

Level 11.26

Jun 2006


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Old Jul 27, 2006, 12:22 AM Local time: Jul 27, 2006, 12:22 AM #1 of 22
*Turn based or real time battle systems
Turn based systems have mostly been the standard of all the great RPGs. I have to say that I would stick with Turn based systems, just because real time battles can seem a bit hectic at some points when you go for something and your character dies before you get to it and you're like, "WHAT?!"

*Male or Female lead
Female lead all the way, baby. However, it shouldn't be the totally cliche female lead. Usually the female lead is either the pretty girl who learns how to be nice in the end or some silent girl who can use magic and has a sword. Sure they can be pretty and use magic, but they would be a great character with a deep background and story.

*A single main character or party array
Ehhh, I'm iffy on this one. I like having a large party with unique stories, but as long as it keeps a small number of people. 4-5 people in the game is good, but when there are 20 different people and some are just there to look cool, that's where I draw the line.

*General Theme? (e.g. Futuristic or medievil)
I think I would have to say a beautiful futuristic environment. Not like giant computer systems and everything digital, but technology that makes cities fly and great man made wonders.

*Should there be transition between field screen to battle screen, or should battles take place on the field itself
I think there should be different screens. I just need some transition to tell me, "Hey, you're entering a battle right now."

*Should it feature a world map, or should areas be interlinked/ linear
I like a world map, mostly because linear stuff makes you walk everywhere, unless there is a teleportation spell or something. Plus if the map is good and detailed it's fun to just explore.

*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 just supposed to be fun little bits of the game. I think it should stay that way. If there is maybe one big mini-game within the RPG...maybe there should be a story behind it.

*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?
Well, those cliches have been around since time began. So it's hard to change any of them. I'm a fan of the twist in the storyline. The best friend is really working for the enemy or something terrible actually happens in the end.

Spoiler:
I'd like to bring up the Mother series for this one. I like to have endings where you either don't do the ordinary or something bad happens anyway. Mother 1, the song was the key. Mother 2, you had to Pray using Paula. Mother 3, you did nothing and the dragon destroyed mankind's dependence on technology.


*Should it be more about gameplay than storyline?
There should be an equal balance. Very little people want to play an RPG with just an awesome battle system and the crappiest story you've ever heard.

*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.
Again, I bring up the Mother series. You used Bats, Yo-Yos, and Frying Pans to destroy your enemies. If it's a serious serious, I don't mind the swords and everything, but why not try something different for at least the main character?

*What would be an ideal battle engine - combos, limit breaks, magic system stc - how would you like it
Combos like Mother 3 are fun. Using rhythm of the background music some awesome sounding combos.

Jam it back in, in the dark.
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