RPG Codex - Articles On Video Game Design
chadeo writes "Ok all you arm chair game developers, listen up. Over at RPG Codex there are currently 4 articles, written by professionals in the industry, on RPG design. There is A Christmas lesson in CRPG design by Timothy Cain, Thoughts on RPG development by Leon Boyarsky, Hand of Gosh Darn Good Design by Chris Taylor, and Treatise on Combat to Pink Floyd by Gareth Davies. All of them are a great read, and you can join in the discussion with the authors and see how your ideas stack up. What do you think is the key to a great RPG?"
And of course, multiplayer options immediately add a needed dimension in today's broadband world.
RPG's need something that has very rarely been done: Role Playing. Less focus should be spent on combat, aquiring weapons and armor, and hit point management. Recent developments in user moded rpgs should start to let the plot, dialog, and interactivity of games shine over the same old same old. Big game houses are currently focu$ed on making a product ship with success. Small, part-time mod creators just want to make someone happy. www.mygeekdom.com A little corner of the net I call home.
postmodernsideshow.com
Your beef is not with random battles; rather, you seem to not enjoy poorly done random battles. I'm sure everyone can agree that poorly done random battles do indeed suck. You may enjoy FF Mystic-Quest style fights, where you walk up to each monster, but the drawbacks in terms of character development are rather severe.
Random battles, when done properly, happen to allow you to go around from point A to point B without being very predictable in terms of fights, while allowing fun character leveling! If done well, you won't meet monsters too often or not often enough, and the groups of monsters will be varied.
How do random battles give flexibitily? Since each monster need not to placed on a map, you have less forshadowing (except for boss creatures) -- this allows more time spent on map design. You also don't you have the rigid growth structure of pre-planned battles; look at the Enix RPG Illusion of Gaia -- unless you miss secrets, you will always play through the game in exactly the same way because of the battle system. Every upgrade you get has a defined ceiling, which requires you play in the same way to get them all. Boring.
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