780186 No.16499106
I feel like rpgs of today are barebones and boring since the days of old style FF are gone and we have hundreds of clones I think we need something to spice it up.
Here are my ideas for fun rpg game:
>(1) timing and dodging like paper Mario style but actually challenging
>(2)make recruiting teammates optional and have the game adapt to the number of your party(aka certain events will be different and how tough the enemy is)
>(3)encouraging exploration by adding hidden items that are really cool
>(4) in addition to number (1) have a parry system which will be harder than dodging but much more rewarding
What are your ideas?
d446e7 No.16499155
All of those ideas sound like shit.
780186 No.16499169
>>16499155
And what are your ideas?
867e0d No.16499181
>>16499106
>just be Dark Souls with level scaling
>fun
They don't make RPGs anymore anyway.
780186 No.16499189
>>16499181
Holy shit I didn't realise my ideas was pretty much dark souls in paper Mario.
Guess my taste in games is shit.
92769e No.16499195
>(1) timing and dodging like paper Mario style but actually challenging
Make it so that enemies can use action commands to dodge and counter you too.
d446e7 No.16499196
>>16499169
All of this sounds like it's straight from reddit, but disregarding that, you're trying to spice up a genre that doesn't need it.
You describe a half-assed semi-action game with levelling and potential dialogue choices, the kind people are very tired of.
What RPGs really need is a return to old form, not the current year+5 nonsense.
>>16499181
I heard Divinity OS was good, but I haven't played it.
e81cf9 No.16499203
If it's a western RPG, just slap on muh immersion and muh roleplaying and watch the nerds replace their failure of a real life with fantasy as they play make believe with a blank slate character with an imaginary backstory, choosing dialogue choices way more wittier than they could ever be.
d446e7 No.16499301
>>16499242
Not bad.
Any mods I should get for it?
fb917d No.16499359
>>16499106
RPGs were always shit, then and now.
>What are your ideas?
My idea is to gas anyone that likes RPG garbage.
d3c1e6 No.16499367
>>16499106
All unique weapons/armor/spells are all guaranteed to drop each playthrough but the location is randomized each time. This will hopefully prevent rushing to a specific treasure chest to get the most OP item without removing the chance to get the desired item.
Dueling storylines where you play characters from opposing factions, where each side has an actual compelling and relatable reason for their actions (rather than Holy Paladin Good Guys vs Evil Undead), and the endgame is playing each character against each other for their specific faction victory, uniting together, or each faction losing against the unknown evil that caused the strife to begin with
eb1f24 No.16499374
>create good turn based combat system
>create handcrafted combat encounters
>get good music
everything else is just filler
ca3e98 No.16499377
>>16499347
Too bad the Xenoblade Chronicles series can't be considered the best since its FUCKING SHIT. Nice waifus though.
aee947 No.16499382
>>16499106
>What are your ideas?
>Release trailer shows a protagonist for generic rpg skyrim bait
>prologue has you playing the protagonist in the trailer
>the protagonist is an overlevelled god
>protagonist gets killed by friendly fire in a cutscene
>you then play as the grunt who killed him
ad75d2 No.16499465
YouTube embed. Click thumbnail to play.
>>16499106
>(1) timing and dodging like paper Mario style but actually challenging
There's some hacks with stronger enemies and challenges for Paper Mario and TTYD that are pretty cool.
>(4) in addition to number (1) have a parry system which will be harder than dodging but much more rewarding
TTYD has this and most people don't even know about it. You do it by pressing B instead of A. It completely nullifies damage and you even deal damage to physical attackers, but the timing is much tighter.
956074 No.16499483
You either have an action RPG that allows for a bit of player skill or you go full turn based and dice roll. I greatly prefer the former but execution has always been pretty poor. I'd love an Elder Scrolls type of game where the player can level up swords for example when they level up and the actual sword skill of the player increases. You learn new moves from experts, trainers and books, leveling up swords allow you to swing faster, block faster, consume less stamina etc. This would apply to all skills so you'd lockpick more effectively, sneak faster and so on.
Then we have to address actually providing good gameplay, lore, world design and quests. The game still needs to play well and accommodate those skills increasing.
03cdf3 No.16499491
>>16499470
Why is she holding one of those baby dingler things? Is she the mother, or is she the baby?
7398e0 No.16499494
>>16499470
>xenoblade nigger thinks his opinions matters
lol
>>16499485
>tits
>sodomite
Huh?
>>16499491
I think the viewer is supposed to be the baby, which is fitting for JRPGs.
244e02 No.16499500
>>16499106
>have the game adapt to the number of your party(aka certain events will be different and how tough the enemy is)
Adaptive difficulty is cancer. The winning strategy is always to game the system so it goes as easy on you as possible.
7398e0 No.16499510
>>16499502
>tits
>deviant
They are a fucking primary sexual characteristic.
03cdf3 No.16499511
>>16499496
If I am to be perfectly honest, I'd rather Pyra had some clothes made of cloth instead of that weird latex-like stuff she's got on.
244e02 No.16499514
>>16499510
Tits are a secondary sex characteristic.
5805e3 No.16499525
>>16499508
>>16499510
You are fucking degenerates. Breast are for feeding babies, not for whatever sick depraved fetishistic thoughts you have on your disturbed mind.
af5e23 No.16499526
>>16499502
maybe its just you
b2f399 No.16499529
>>16499106
>What are your ideas?
I had an idea for a while now. You know how in rpgs where players can manually allocate stat points, you have to stay committed to whatever you spend your points on, right? How about instead of that, we could have an rpg where you can reassign stat points at will.
>boss #1 has high speed and low defense
>reassign your character's stats to be high speed and high attack
>boss #2 has low attack and high defense
>reassign your character's stats to be high defense and high attack
Each boss would require a different setup of stats in order to win. And unlike how some rpgs screw the player over if they choose the wrong stats, this rpg won't have that problem because stats could be changed at any time.
03cdf3 No.16499531
>>16499521
Yes, I'd say that's a lot better. Now it doesn't look like she'd be sweating 24/7 just from moving around
878bab No.16499533
>>16499106
RPGs should be more freeform
3ec125 No.16499534
>>16499382
Isn't that pretty much underhero?
244e02 No.16499537
>>16499529
That's what equipment is for.
3ec125 No.16499546
>>16499529
Wouldn't that make the game too easy?
902cb7 No.16499551
If a developer REALLY wants their 'rpg' to have action combat, it has to be good. I'm so sick of the free pass that particular sub-genre gets for being just all around complete shit. German and slav made games and their fans in particular.
5fc152 No.16499555
>>16499525
I don't know who's baiting who in this thread anymore.
Anyways OP, JRPGs and WRPGs are two different subgenres both under one genre. Both of them have gradually gone to shit, as with every other video game genre.
Now that's not to say good JRPGs and WRPGs aren't made anymore. Xenofag in this thread is annoying but XC 1 and 2 are both pretty good. Shin Megami Tensei V is happening even though we still don't know anything about it, but Atlus will probably fuck it up. On the WRPG side, I guess Witcher 1 and 2 were pretty good but really no WRPG has ever surpassed New Vegas.
I don't think RPGs need fixing. The idea of "fixing" game genres is what leads to them becoming casualized shit.
2d520d No.16499560
>>16499106
>timing and dodging like paper Mario
Fuck that shit. Easily the worst part of the Mario rpg's.
03cdf3 No.16499561
>>16499555
>Shin Megami Tensei V is happening
At this point I really don't believe that
ad75d2 No.16499566
>>16499529
That's what gear and party members are for, or it would be if they were made right.
Can't switch the gear for defense if the character is an offensive archetype, and can't swap party members if they don't level outside fights. So most of the time you end up stuck with a team and the gear that better suits them, and just raise your numbers to beat bosses that are hard against your specific team.
b2f399 No.16499567
>>16499537
>>16499546
No, I mean the actual base stats. In some rpgs, if you try to minmax your stats, you often leave yourself vulnerable to whatever you neglected. Be it low speed, low defense, or low attack, etc. But on the flipside, if you try to be a generalist in stat distribution, you won't be particularly good at anything. A jack of all trades. I just thought an rpg where stat points can be changed at will, it would be better than getting fucked over midgame and having to restart the game all over with a better stat setup.
af5e23 No.16499573
>>16499548
See, i think you're just a projecting faggot. I love Star Ocean 2 but the biggest cup size there is like maybe a C, meanwhile i stopped playing Magna Carta, which is loaded with korean tiddie art, because i couldn't stand the pain in the ass rotating attack mechanic. But, you know, i love big tits, and more than anything you're a pedantic cunt for bitching about boobies; sounds more like you're showing off your own insecurities rather than denouncing the sins of others.
5fc152 No.16499574
>>16499555
When talking about the idea of "fixing" RPGs, I feel it's also important to talk about turn-based combat, which is probably the most common combat system in RPGs. I've noticed that there's a rising attitude in the general gaming community that turn-based combat sucks. I see more and more people both in and outside of /v/ talking about how they don't like JRPGs because of turn-based combat. It seems that there are people who regard turn-based combat as an objectively bad game design choice, which is a retarded sentiment.
While I can certainly understand why someone would dislike that gameplay system I don't feel as though it's right to call turn-based combat objectively awful. It's also important to note that turn-based combat is not a system exclusive to RPGs. Many strategy games also have turn-based combat systems, which is something a lot of people don't seem to realize for some reason.
The obvious answer to why there's a growing anti-turn based sentiment is normalfags, but I don't feel that's the answer. Normalfags tend to not possess the capability to think about anything. I think the answer is specifically casuals who want everything to be speedy and quick, and want their games to be as short as possible.
244e02 No.16499575
>>16499567
You can call them "base stats", but if the player can change them around at will, they're basically just equipment.
ad75d2 No.16499586
>>16499567
>if you try to minmax your stats, you often leave yourself vulnerable to whatever you neglected.
>if you try to be a generalist in stat distribution, you won't be particularly good at anything.
What is the concept of "Risk and Reward"?
>it would be better than getting fucked over midgame and having to restart the game all over with a better stat setup.
git gud
>>16499574
Turn based combat only sucks because it's usually not well made.
It's either too simple or random and usually you can get by just by grinding high stats and spamming "A" when the random encounter triggers.
d9ecc2 No.16499607
>>16499106
>What are your ideas?
RPGS need more exploration and treasure hunting. This crafting trend is too tedious and on par with regular grinding. So, more rarity of items, monsters, and events, more hidden caches and buried treasures, each with its own reason for being there. Realistic looting is needed too. Realistic danger areas with increase rewards are a great way to challenge and raise the heart rate. To this day, SaGa Frontier came the closest for me, however, the stories are varied by not very complex though the rest of the game is.
2cdff5 No.16499613
>porn derail attempt
But that anon didn't post any porn?
4dcc46 No.16499624
>>16499607
>tfw we will never have a Made in Abyss rpg
244e02 No.16499625
>>16499613
Who are you talking to?
5fc152 No.16499632
d3a73a No.16499636
>>16499625
Mark apparently deleted anon's post because he was advocating for JRPG's. For some reason Cakeman thought anon was dumping porn because he posted some bimbo form Xenogears.
b2f399 No.16499637
>>16499586
I think the last rpg that annoyed me was SMT Nocturne. Some locked doors in that game required me to have a certain stats in order to open them. At the time, I had wished there was a way for me to relocate stat points around, but no dice. After beating the game, I didn't unlock what was behind those doors until I did another playthrough with a different stat setup.
It's moments like this where rpgs blindside you for not distributing them correctly. Something that you'll have to keep in mind for your next playthrough, even though it shouldn't have to be like that.
>>16499574
>I've noticed that there's a rising attitude in the general gaming community that turn-based combat sucks.
You can thank RPG Maker for that. It's so easy to pump out turn-based rpgs these days, turn-based gameplay isn't really that special anymore. An action rpg might still turn a few heads (it's harder for a dev to create real time combat), but turn-based battles are basic fare.
50da96 No.16499638
I think that rpg developers should spend less money on ugly, overly realistic graphics, and other luxuries like voice acting and spend more time on writing.
No matter how shit the gameplay is or how buggy the whole thing can be. usually a concept greatly executed can trump them all.
Good examples are the first fallout; looking outdated and bloodline masquerade.
Therefore, look back in time and be follout.
b278f0 No.16499641
Make undertale again, but fun this time and not rushed to hell and back.
b278f0 No.16499647
>>16499607
But anon, we already have S.T.A.L.K.E.R.
ad75d2 No.16499651
>>16499637
>Some locked doors in that game required me to have a certain stats in order to open them.
Just deal with not getting what is behind the door. You don't need to 100% the game, specially if it's your first playthrough.
fee817 No.16499652
Meh, even if you include the western rpgs with real-time combat, I don't think I've ever really enjoyed the combat in rpgs. That hasn't stopped me from liking them. In fact, when you have a game with stats, items and levels that matter the combat will automatically be boring imo. If they tried to make it less boring then the items and stats would become less important and the overall gaming experience would suffer. So I don't think trying to fix rpg combat is important. They're doomed to have a shitty combat. Better just focus on the other stuff that makes rpgs fun.
3ec125 No.16499658
>>16499624
I cant see how the original story would translate well into a game.
You'd have to take liberty with the story or make a entirely new one within the setting.
4dcc46 No.16499661
>>16499658
Who cares about the story? We only need the setting, it's perfect.
3ec125 No.16499673
>>16499661
True but then what will the game be about?
84c926 No.16499699
>game is actually about exploring a mystery fantasy world
>has a good involving atmosphere
>quests are not given with a quest marker by a npc or to collect shit but they exist as part of the lore of the game and you finish them by thinking, reading, talking, fighting, exploring
>you can hunt unique amazing treasures and fight cool designed bosses with challenge but very rewarding
>mobs feel part of the place you exploring
>mobs are very diverse and different with no skin recycling
>good level design
>diverse customization of character
>skill level gets higher as much you use that skill
>challenge enough that makes you develop tatics and prepare strategies for you travels
>you have a comfy place to keep trophies, treasures you get from your adventures
Its not hard to do it.
2bb780 No.16499715
>>16499106
>seeks RPGs
>asks console niggers at /v/
>doesn't lurk /vg/
>doesn't lurk the original place for RPGs, /tg/
lurk two years, newfag
d3a73a No.16499727
>>16499715
/tg/ = transsexual games?
fe2041 No.16499764
>Turn-based
>Tons of distinct (unlockable) jobs for party customization
>Small numbers. None of this retarded hit for 9203497812304178 damage bullshit
>Simple but simultaneously campy story with a few dramatic and emotional flairs for spice
There done I have returned RPG back to the good days. You may thank me later.
e929ce No.16499802
>>16499727
>that cursed belt
And you'll still find faggots who shoehorn their mentally ill politics into settings like this with magic aplenty.
d3a73a No.16499817
>>16499802
The faggot who invented that belt was one of the original authors of some of the most popular dnd modules "Dark Tower" and "Caverns of Thracia" produced by TSR and was one of the lead art designers for Balder Gate as well as the cover illustration for TSR's Dragon Mountain. The faggot introduced it because he wanted to Roll play as a woman. He is now a "woman"
3dbe4a No.16499821
Doesn't really matter if it's turn based or real time, the combat in an RPG has to be well designed while also satisfying the autism some of us have in looking for loopholes. Story is pretty much secondary especially because lorefags tend to ruin everything, just don't make it so that you have to read the description of each junk item to piece two and two together because that is not good world building at all.
4e8c2f No.16499824
>>16499106
It looks like you got your ideas from playing games like dark souls and bloodborne.
d3a73a No.16499837
>>16499821
>just don't make it so that you have to read the description of each junk item to piece two and two together
It worked for Dark Souls
>Doesn't really matter if it's turn based or real time
In the abstract, no, but in the partial it matter immensely depending on what kind of game you are trying to make. I personally prefer SRPG/TRPG's because they tend to be rather nuanced if done properly. Action RPG's serves a different purpose.
>lorefags tend to ruin everything
Stories in general ruin things, it's best to design a game around game play first and foremost then if the mechanics are satisfying then lore and story is just icing on the cake. Even old school JRPG's where carried on the satisfying feedback loop of grinding for levels and money to buy better gear. Advanced story's only cam along latter as technology permitted.
84c926 No.16499842
>>16499802
I think is more of a joke them that.
668117 No.16499843
>>16499817
I figured the belt might have just been a joke item, since in the past people would put stuff like that in for laughs, not being serious.
d3a73a No.16499851
>>16499843
Nope. It was put in the game by a person who wanted to Transition to a woman. It was designed so that people would feel more comfortable with the idea. He talks about it explicit in a Youtube interview with Matt Barton, a professor at St. Cloud State University in Minnesota.
dd2ec8 No.16499863
we need more RPGs like daggerfall.
an open world and make it where the world doesn't revolve around you, the player character.
You are just another adventure.
maybe later on you can feel important as you climb up and make a name for yourself like in morrowind.
also add shit like hunger, wounds that can't heal unless you go to a healer or have high enough medical skill, thirst and fatigue.
make it an actual ROLE PLAYING GAME instead of some action game with stats where you're just some tank avatar.
d3a73a No.16499880
>>16499863
>we need more RPG's with empty cooky cutter procedural generated worlds
I really think the No Mans Sky approtch to RPG's is not good. I know I give western RPG's a hard time but if the west wants to save its ass it needs to scale back and think Quality over Quantity. Try the Warren Spector "One City Block" design out for once. Fallout 1 was great precisely because it was so small but there where many different ways to replay the game. One of the problems of western game design is it try's to be too much to too many different people.
2c9d83 No.16499884
The fuck were my posts deleted for?
8eb756 No.16499895
>>16499863
>hunger
>wounds
>thirst
>fatigue
OH BOY, CHORES.
To be totally serious, while I can see the reasoning for such inclusions, these things often break immersion because the devs probably feel like it'd be a waste if their carefully designed system isn't often used so they make thirst and hunger decrease at ridiculous speeds so you gotta carry like 100 water bottles and drink one every 5 steps. However, it can be kind of fun when it's a gimmick for a single area, like using wet towels to cure sunstroke in Earthbound. It really made the environment feel harsh and left a unique memory of the area that made it stand out from others. 99% of the time, hunger/thirst systems are just not well implemented.
dd2ec8 No.16499911
>>16499895
the water exploit could be solved by making a grid based inventory like in STALKER or Deus Ex.
that means you'd need to actually ration your food and water. learn to eat from what's in the environment, boil water to prevent the evil spirits from fucking up your insides, etc.
only way you should really stockpile is if you are going to a super hot area like a desert.
668117 No.16499931
>>16499851
>her
I thought wikipedia was suppose to be objective.
8eb756 No.16499932
>>16499911
>learn to eat from what's in the environment
Yes, this too is part of what makes a good hunger/thirst system. It has to allow you, to some degree, scavenge from the environment.
dd2ec8 No.16499946
>>16499928
that's the part where you threaten them by gunpoint to stop being fucking jews or else you'll leak all their secrets online.
6d5531 No.16499955
>>16499106
>old style FF
You mean the franchise where there's only one good game that isn't shit for casuals (5 for the record)? Your suggestions also sound like something straight out of a modern FF that's too afraid of being actually good so it has to shoehorn some shit gimmick or modern gameplay element in there. Dragon Quest seems to be doing alright despite barely bothering with modern design trends, they just make a pretty good game most of the time. I've only played DQ9 personally, but from what I can tell the worst games are 2 because nobody fucking playtested it, 6 maybe?, the original version of 7 because it's probably taken some people a dynasty to complete it, and 9 because you need to be Japanese to properly play it 100% and enjoy the grind needed to do so (no I did not confuse it with 10, the MMO).
ad75d2 No.16499999
>>16499863
You want Outward.
>>16499895
>chores
That's what they're supposed to be. They can be a pain in the ass sometimes, but they elevate the immersion immensely. They're specially good at giving good meaning to non-combat stuff like fishing, farming, cooking, etc.
The big "no no" is having that stuff outright kill you if you deplete them, but penalties (and in some cases bonuses) are pretty interesting.
And as any other mechanic, it needs to be well designed into the game, and not just hamfisted on top of a normal non survival RPG.
c63735 No.16500036
>>16499106
>>16499574
>>16499586
/agdg/-fag here to shill, albeit more a lurker. The project I'm working on was intended to remedy this. Combat can be pretty samey and part of it is that your goals are generally the same in every fight with every team. Make enemy HP zero, make your HP as high as possible.
We changed how HP worked in our game, and built from the ground up our own balance and design around the changes. I've been really slow at getting a decent quality build out, though. Been a hell of a year. I have a build but it's in an old version of the system which I have had to entirely rewrite because I need self-hosted networking as a key feature. If anons are interested, I can post a link to a download to the year-old-build, but it's buggy, not balanced, and uses outdated shaders.
>>16499529
Golden Sun kinda lets you fool around with that. Equipment is still involved, but stats are very dynamic based on how you use skills.
dd2ec8 No.16500054
>>16499999
>Outward.
thanks anon, I'll give it a look.
I hope it also has diverse options in armor and clothing, that way I don't have to see a sprite with the same armor that at most might be changed with a different hue of color.
mabinogi and the TES games had the right idea
ad75d2 No.16500067
>We changed how HP worked in our game
How?
caaec0 No.16500082
All but 3 are utterly shit
Why not try to emulate pen and paper RPGs more instead of just making a worse videogame?
668117 No.16500088
>>16500036
>combat is samey
>because you try to kill your enemy
Are you guys retarded? I hope your game doesn't involve pressing buttons, otherwise it will just be too samey.
ad75d2 No.16500101
>>16500067
>>16500036
lol forgot to actually reply
c63735 No.16500126
>>16500067
>>16500101
Three main changes, among others. We call it the chakra system.
>HP is magical energy, your body can only hold so much energy. If you hit 0% or 100% you faint.
>There is no MP or such resource. Skills take from your energy.
>Energy is not just one type, but elemental. You don't just have 20 energy, you could have 10 Fire energy and 10 Basic energy. Or 5 Water, 8 Air, and 4 Basic, etc. Because of this, skill costs are more flexible, as you can have strong specialized skills for a certain purpose, but you need to set up enough of more than one type of energy while also making sure you don't overload.
There are other details, such as energy priority (for non-specific energy drain/damage), job system stuff, etc. But I could go on forever when I could be programming the damn game.
Pic related is a shot from the current iteration. The old one had some ugly environments and I've been slow at UI due to having to write up so much boilerplate code for the architecture.
>>16500088
>Are you guys retarded? I hope your game doesn't involve pressing buttons, otherwise it will just be too samey.
I don't blame you since it didn't say much there but the key line is
>Make enemy HP zero,
With the system above, you can kill by overloading, or kill through removing all energy. Because there's multiple ways to kill using the same tug-of-war on a resource, mastering the system means getting good at looking for opportunities in the current state of battle, such as using a skill that removes conditions and infuses energy to a target, overloading them on energy and killing them. This had happened once during one of our paper playtests. It was pretty cool.
5d8ac7 No.16500133
>all my post got deleted for no reason
ad75d2 No.16500140
>>16500126
Seems interesting.
I'd give it a try.
c63735 No.16500154
>>16500140
You can get it here, but it's only a Windows build. I would have to scavenge to find the Linux build.
https://dinoleaf.com/storage/
Feedback's welcome, even though there's a lot of problems I already have addressed with this proof of concept.
5b29b6 No.16500183
>>16500126
The energy system sounds like I Miss The Sunrise, which was pretty good
13715a No.16500208
>>16499529
So Kingdoms of Amalur then? Changing class at will is a neat idea but you spend 40 hours as a thief/mage and then want to go warrior because you're bored, you need new weapons as you can't use your old ones, need to get use to the new skills as your old ones have locked and can't open chests anymore because you went pure warrior.
2240d5 No.16500872
>>16499727
Shitposting in RL. That jester went out with a bang.
dedcfc No.16500899
>>16499106
>make recruiting teammates optional and have the game adapt to the number of your party(aka certain events will be different and how tough the enemy is
this has been around for a very long time, dragonquest 6 had it, for example
4e5d5f No.16501016
>>16499824
By the looks of it .
I think most of his ideas were from games like paper Mario
But the faggot never says what type of rpg he is talking about so we dont know
e9fdc2 No.16501033
>>16499196
More playable lolis in RPGs is all we need.
512c82 No.16501060
tl;dr rpgs aren't games
>>16499106
RPGs were always boring, because they were digitized clones of D&D. They are also not games.
Back then having the computer roll the dice and output damage numbers, as opposed to having a DM do it, was mind-blowing technology. RPGs were built not as games, but as an automated DM replacement, and the "combat" was simply an interface to allow you to roll the dice and view the outcome. There was no "gameplay" per se, because there were no objectives beyond walking towards the end of the story, interspersed with the occasional by which I mean every five fucking seconds random battle to keep you from realizing you were basically playing a glorified walking simulator.
Let's look at what would happen if you tried to implement some of these.
>(1) timing and dodging like paper Mario style but actually challenging
Rhythm game with stats.
>(2)make recruiting teammates optional and have the game adapt to the number of your party(aka certain events will be different and how tough the enemy is)
This is more a strategic option than a mechanic; it doesn't tell you how the gameplay will be affected. So if you went with Paper Mario-style gameplay as above, some battles might be harder if you have only one party member - but you would still be playing a rhythm game with stats.
>(3)encouraging exploration by adding hidden items that are really cool
Done to death, and only worth it when done well. Exploration in and of itself isn't a mechanic either, because it basically boils down to "walking sim".
>(4) in addition to number (1) have a parry system which will be harder than dodging but much more rewarding
Still in rhythm game territory, i.e. timing/memorization mechanics.
All of these ideas are just "put actual gameplay into the RPG so it doesn't suck".
Oh, someone already said it. Never mind.
>>16499196
>>16500036
Protip: The fun factor in most RPGs come from their story/world/characters/visual design, and not the pale imitation of "gameplay". Unless you changed the gameplay or invested a lot of effort into all that other shit, it's pretty much a given that your "game" sucks.
>>16500082
>Why not try to emulate pen and paper RPGs more
That's exactly what an RPG is, an emulation of pen-and-paper RPGs, specifically D&D.
ad75d2 No.16501164
>>16501060
The "game" part comes from the strategies and decision making, in combat and outside of it.
The way you're describing it could also mean that stuff like chess aren't actual games, you're just moving pieces towards the opponent pieces.
The problem is that the usually RPGs are too simplistic and the combat is too barebones for it to have meaningful strategies involved, so it's just spamming attack to get rid of the random encounters. See >>16499586
b2aa42 No.16501173
>>16501060
>tl;dr rpgs aren't games
Thanks for letting people know to ignore your post.
d5056d No.16501189
>>16501060
>Rhythm game with stats.
What's wrong with?
You seem to have a problem with adding stuff like that even when it improves the game.
We've seen that rpg that try to change the gameplay have a dedicated fanbase that love the game.
>paper Mario
<undertake
18821d No.16501194
>>16499837
>It worked for Dark Souls
Looking at the amount of mouth breathing Dark Souls lore channels it really didn't
ca3e98 No.16501197
>>16501194
What people do on their lore channels does not affect the game. Just how you see the game for some reason.
777ab3 No.16501200
>>16499106
>rpg
>fun
Pick one.
22c3b2 No.16501201
>>16499106
So basically you want an adventure game and not an rpg…
18821d No.16501202
>>16501197
>just how you see the game for some reason
>Some reason
>Oh how can a large demand for people to have the story told to them because of an obtuse method of giving it that they might not even know is there in the first place lead someone to think this method of story telling where plot points are miss able pieces of paper on the floor doesn't exactly work.
This is your brain on Fromsoft.
c9389c No.16501205
>>16501060
>write a long bait post
>put the twist right at the top
you fucked up
d5056d No.16501209
>>16501201
Basically I want turn based rpgs with a little bit of actual action instead mashing A until the fight is done
18821d No.16501217
I think someone just needs to make an RPG in the same vain as those shit flash games they wanted you to pay for special accounts for, the Artix entertainment ones.
They just made a world and you interacted with it (pic related, none of this needs to be done in any order or need to know anything that happens in another spot to do it and this is just a segment of the map) and learned about it as you went on through it, go to some farm you're introduced to some rat nigger who makes undead veg enemies and nothing compelled you to see this other then just deciding hey I wanna go there and nothing in this plot is ever relevant to other stuff you can see.
I remember asking around and a majority of people who I talked to had accounts level 80+ and didn't even know if there was a main story to be played in that game, they just fucked about in the massive world that was open to them to fuck about in.
Just a theme park of places to go, events to randomly trigger, meet niggers, learn the game through just having fun being in it and doing what you can immediately see which leads to more of the above as you do so.
a69c15 No.16501224
>>16499699
>Its not hard to do it.
Harder than you think
e9fdc2 No.16501227
Do I buy Disgaea or Phantom Brave?
d5056d No.16501230
>>16501227
Buy neither and just emulate them nigger
73b980 No.16501253
I think a proper rpg should be like oblivion but not shit
5b6b4c No.16501309
>>16499821
> Story is pretty much secondary
Yeah, it only needs to be internally consistent.
22c3b2 No.16501327
>>16501253
So it's Morrowind :^)
8e3abc No.16501331
I'd rather list things not to do to make an RPG boring
>Quantity over quality of writing (Atom RPG, Pillars of Eternity)
Reading a fucking novel every time you meet a character to find out if it's just flavor text or if it's important to a quest or the story is a pain, especially when it's not well written.
>Combat that takes forever without the option to speed it up (Slow animations and delays)
Speaks for itself. It gets old real fast when a fight with random mooks takes 15 minutes even at high levels. I'd just like an option to make it faster.
>Backtracking
Having to spend hours on walking your character through big areas for no reason is horrible. Atom RPG was very annoying in this regard since it didn't have the FO system where you could choose what part of a settlement you enter from the world map. You end up wasting lots of time just running slowly from the entrance to the far end of the settlement to do one thing and then having to run back slowly to get to the world map.
>Grinding
I guess this ties into the combat. If the combat is fun, then a bit of grinding is barely noticeable, but I think a better way to replace/hide it is with side quests.
>Crafting (I believe it can be done right, but never seen it)
Bad crafting systems in my opinion are when you have to carry a metric fuckton of every kind of garbage you find, because it might be needed later, but most of the craftable items are useless crap. Combine that with having to experiment on the garbage to find recipes where the combinations are reminiscent of old point&click adventure games and you've got a really annoying mechanic.
d3a73a No.16501351
>>16501194
>letting e-gritters effect your opinion of a great game
8fa2f2 No.16501458
>>16499106
This is Action-Adventure with player stats and level-ups. Also, dynamic difficulty and level scaling is cancer.
How to make RPGs good: immersive setting with cohesive world-building. Interesting characters. Interesting settings and encounters. Not generic D&D bullshit. REMOVE tank-healer-dmg simpleton game design crutch.
I wouldn't mind seeing something set in The Black Company world for instance, even though the books were kind of poorly written. Also, Rolemaster combat with heavy, world-ending CRITS would be interesting to try.
dc64ee No.16501566
I keep hearing canons saying
>muh immersive world
But they never give an example on how to do it
Which is proof that most people here are hypocrites
dc64ee No.16501571
>>16501566
>ANONS
for fucks sake
2d520d No.16501573
>>16501327
Morrowind is shit. Morrofags need to stop shilling this game.
844101 No.16501780
>>16501573
>you will never get laughed off the Morrowind thread so bad you become bitter at the mere mention of it
5033e3 No.16501817
>>16501573
>still being this salty
wew lad
dd2ec8 No.16501823
>>16501573
how is it shit?
>stop shilling
>talking about a game I don't like is shilling
absolute ebin
021928 No.16502071
>>16501566
>But they never give an example on how to do it
>Which is proof that most people here are hypocrites
no, it's not. It is however self-evident from your post that you have never read a book. Or you would know what immersive worlds are.
df1ce6 No.16502132
>>16499106
>rpgs
>FF
most vidya RPGs are nothing but pale shadows of RPGs, how to make vidya RPGs fun depends of how you want to bastardize the real RPG experience, which would be the character of your own trying to deal with the issues of the world he is living in, in a combat heavy game you'd need a good combat system, and in a story heavy game good writing and interesting NPCs are necessary
e9fdc2 No.16502916
>>16501230
You make a good point, sir.
0e1b21 No.16502928
>>16499374
Where's the part that makes it a roleplaying video game?
d2dd5c No.16502994
>>16499574
>I see more and more people both in and outside of /v/ talking about how they don't like JRPGs because of turn-based combat.
No, it's not because the combat is turn based, it's because JRPG combat is fucking shit. There's not thought or challenge to it, it's just
>"spam attack button if weak enemy. Otherwise use spam skill. If HP low, use item."
It most certainly is objectively bad design that is clearly implemented because it's so fucking easy to make. Proper turn based combat in RPGs can be seem mostly in the west, with games like Underrail or Age of Decadence. The literally only instance I'm aware of where this shitty menu combat was actually good and didn't need to be carried by the rest of the game was Sengoku Rance and Kichikuou Rance, and those were strategy games first and foremost.
5fdb9d No.16503870
>>16501217
>Battleon
>Artix games
Damn, what a blast from the past. How the crows go…
d3a73a No.16503889
>>16503870
>only love can phil
is that an outhouse? And who is the clown in the stealy?
5fdb9d No.16503918
>>16503889
Saw it in an alley in Denver. Dunno what's behind that door, it was locked.
56895f No.16503965
4dde35 No.16503967
>>16499106
Sounds like you have no idea what a role-playjng game is.
0e1b21 No.16505540
>>16503967
I think OP wants a video game about being a circus performer.
>timing and dodging like paper Mario style but actually challenging
Acrobatics.
>make recruiting teammates optional and have the game adapt to the number of your party
Circus troop.
>encouraging exploration by adding hidden items that are really cool
Clown performance and interaction with the audience with prizes.
>in addition to number (1) have a parry system which will be harder than dodging but much more rewarding
More tricks.
Not sure where the roleplay is, though. Maybe there will be a lot of interaction between actors behind the scenes.
56c7e8 No.16505976
>>16505540
LOL this post is gem.
Saved
0bf4d6 No.16506004
>>16505540
Hm, sound good.
fe1753 No.16506067
>>16499106
>and have the game adapt to the number of your party(aka certain events will be different and how tough the enemy is)
thats retarded; instead, you and party members should get an xp penalty based on how many party members you have
that way, you can beat the game by yourself at a really high level, or you can beat the game with a large low-level party
56c7e8 No.16506210
>>16506067
This point was more on story rather than gameplay so that the story would feel natural if decided you only wanted one member or chosen to be a lone wolf
eb0cd0 No.16506343
The fun RPG would not be called an RPG, it would be called an adventure. Because it wouldn't have stat sheets, instead character progression and growth would be organic and the subtle results of your character growing within his role. It wouldn't have dice rolling, all the player would see is their actions and the results they have on the world around them (think dwarf fortress combat as an example of how to elide dice rolling). In essence it would be an adventure game with a very rich and responsive world.
dc7ab5 No.16506363
>>16499106
>>16499189
If your idea is basically level scaling and rubberbanding I am immediately turned off until I hear more on how you would execute it. The rest sounds exactly like Shadow Hearts. Which was breddy gud, even the last one was fun even if the story was bland.
a336d7 No.16508650
0. Reactivity. How much of the gameworld's state depends based on the player? How many factions may he side with? How much gameplay can emerge from the fundamental mechanics? How many end-states are there? How many means are there of completing a quest?
1. Good combat. See a game like Doom or X-com relaunch. It doesn't have to be an FPS but the legacy it's ok for RPGs to have bad combat is nonsense when that's one of their main gameplay mechanics.
2. Good story. Just because Blizzard's writers couldn't think of a better quest than, "get 10 wolf pelts" and sold well doesn't mean so low a standard's tolerable. Likewise, F4 and Skyrim sold in spite of, not because of, their radial quests.
325a05 No.16508682
>>16508650
F4's radiant quests are good if you just want to grind, or if you just want to kill shit. Maybe there's some new skill you want, or maybe you just got a new skill or weapon and want to go test it out. The radiant quests give you a clear place to go where you know there will be a decent number of enemies and you will get a good amount of XP and loot in the end. Certainly no substitute for real sidequests, but a useful thing to have in a game regardless.
0e1b21 No.16508689
>>16508650
Underrail and Age of Decadence fit those criteria.
>>16508682
Get a load of this mongoloid. Really, most "people" in this thread have no idea what RPG even is.
325a05 No.16508695
>>16508689
It's not like I said F4 was good, I said that the radient quests are a good addition. Specifically, having a mechanic that fills some random dungeon with loot and enemies for you to go and loot and fight is a useful mechanic, especially in an open world game where running out of shit to kill is a serious problem as the game doesn't just "end" when you finish the story.
0e1b21 No.16508715
>>16508695
If you don't want the game to end when you finish the story you can play an action RPG like Grim Dawn instead. You'll even get lots of unique loot instead of adhesive and screws on respawns.
7cf6e0 No.16508725
Gas the Jews and everything, very much including video games, will be wonderful.
0e1b21 No.16508738
>>16508695
Another thought: I don't know a single good open world RPG that either alread yhas radiant quests or could use radiant quests to become even better than it already is.
b2e9ad No.16513447
>>16499106
There is no way. RPGs of today have to have crafting, a pointless survival hunger mechanic and be full of UNIQUE TM races and creatures, that are totally not corrupted generic fantasy creatures.
Oh and of course it has to have tons of stupid lore.
There will never be a game like Might and Magic again. Devs are incapable of making it. Might and Magic of today would be tied to an artifical grid, even though the OG games were free range. It would have tons of unique abilities with +10% crit here, +50% attack speed there.
It would be arcadey as fuck with no simulationist aspect.
And you had to eat an apple ever few minutes of game time.
325a05 No.16513474
0e1b21 No.16513523
>>16513474
Which one is it supposed to be?
31bc0f No.16513612
>>16499555
Jew Vegas wasn't that good.
31bc0f No.16513619
>>16499837
Dork Souls has a story?