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View Poll Results: Best elements in an RPG
Building your characters. 18 56.25%
Doing sidequests/finding secrets. 13 40.63%
Exploring a large world. 15 46.88%
Exceptional plot and storyline. 23 71.88%
Dramatis personæ. 12 37.50%
Spells, summons, visual effects, what have you. 8 25.00%
Long gameplay factor. 11 34.38%
Other (please explain). 7 21.88%
Multiple Choice Poll. Voters: 32. You may not vote on this poll

[General Discussion] Improving elements of an RPG
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TheKnightOfNee
Rope Snake


Member 9705

Level 32.27

Jul 2006


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Old Feb 8, 2007, 01:45 PM #1 of 17
A good battle system is necessary. If I'm not having fun doing the thing that takes up the most time in the game, then I'm not having fun, regardless of how well everything else is done. I'd also like a good challenge, but I'm sure really challenging RPGs would make more people complain than it would please.

Jam it back in, in the dark.
TheKnightOfNee
Rope Snake


Member 9705

Level 32.27

Jul 2006


Reply With Quote
Old Feb 9, 2007, 12:00 AM #2 of 17
-On a related note, and this is less of a problem in American-developed games, give me a clear idea of where I have to go. It's okay to have "detective" segments of a game. It's okay to have treasure hunts, manhunts, or other deliberately-ambiguous sections of the game. What's not okay, though, is for the first hour of the game to contain "go talk to the village elder" snore-fests that leave the player with only that one nebulous objective in mind and NO FUCKING CLUE how to find his way to the elder's place to begin with. Less important in later segments of the game when you know where everything is. In the very beginning, though, acquaint the player with his surroundings. Usually talking to townspeople will help. Usually. Not always, though, and that's the problem. Particular offenders are Shining Force Neo and some segments of Xenogears (I seem to remember Aveh being a bugger to navigate).
Yes, that's a horrible problem. Those invisible checkpoints and triggers that exist need to be done away with. Being sent to a place with no idea of what to do is bad enough, but when nothing happens until you speak with Villager B, and there was nothing at all to hint that you needed to talk to that villager, that's bad. It's even worse when talking to that villager sets a trigger, and you then have to talk to another random villager that was never pointed out or mentioned to set the next trigger. I started Baten Kaitos Origins recently, and only 10 hours in, I've hit dozens of these damn situations, and I'm about ready to quit the game, even though the battles are fast, challenging, and fun.

There's nowhere I can't reach.
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Exploding Garrmondo Weiner Interactive Swiss Army Penis > Garrmondo Entertainment > Video Gaming > [General Discussion] Improving elements of an RPG

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