Solomn Architect wrote:
However if you add fun quests that take you deep into treasure rich dungeons filled with epic boss monsters to battle, then you have a game that, no matter how easy it is to level in, is very fun for players and will keep them coming back for more.
That to me, is a chore. After some... twenty years of gaming, there is no dungeon I haven't already explored, no boss I haven't already defeated and no treasure I haven't already gained at least once before.
It's pretty much stock recipe for a great game, and I'm getting pretty bored by it myself. Seemingly: Gaming becomes a popular part of most peoples lives, so suddenly we find ourselves relooping over stuff again before we get to the new intuitive stuff (COD is like this generations Doom, BF3 is this generations Quake, if you get my drift).
Awesome fights, some end-game content, an interesting story, and a dash of skill is most of what it takes to make a fun and progressive game.
Yeah but, every game has that. That's what's starting to bother me. I can't focus on many RPGs any more due to stuff stated in the previous paragraph.
Perhaps I'm just too difficult to please. But I really want an RPG with something new and exciting.
I agree that the things I posted are part of the standard RPG cookie cutter toolkit, but things can always be added to make the game its own. The thing is that most BYOND RPG's need these starting values to build on top of. It at least gives players an idea on where to start content-wise, from there, it's the developer's decision on what else to add or subtract. Sorry Tiberath, but most RPG's use this standard model, and even though they are pretty much the same game with different items, they're still fun.
If it helps to ease your conscious, I'm working on an RPG with a very different combat style. I won't say much now, seeing as I've not even finalized the design document, but it should be worth all of the effort, and well work at least a few levels of play.
That to me, is a chore. After some... twenty years of gaming, there is no dungeon I haven't already explored, no boss I haven't already defeated and no treasure I haven't already gained at least once before.
It's pretty much stock recipe for a great game, and I'm getting pretty bored by it myself. Seemingly: Gaming becomes a popular part of most peoples lives, so suddenly we find ourselves relooping over stuff again before we get to the new intuitive stuff (COD is like this generations Doom, BF3 is this generations Quake, if you get my drift).
Yeah but, every game has that. That's what's starting to bother me. I can't focus on many RPGs any more due to stuff stated in the previous paragraph.
Perhaps I'm just too difficult to please. But I really want an RPG with something new and exciting.
Eternal_Memories wrote:
In Pokemon you don't so much level your character, you level your weapons. And this was a fantastic and interesting concept that I adored as a child. And still do to this day.
Something about Pokemon set it aside from the stock RPG and made it more interesting. Going out grinding was less of a chore and more of a necessity to proceed through the game. And it was actually fun.
Sure, wandering through those tunnels became a chore 'cause there wasn't much in terms of variety (which I assume was fixed in later versions by releasing more Pokemon to catch. A gift and a curse for this franchise). But even then, investing in a repel potion removed the grinding aspect when you had a mission you just wanted to get done.
I think a game that makes grinding a necessary but still completely optional to take part in is a good idea. Although it'd ruin the A - B - Collect Reward concept. Unless they get more creative with it. Which I'm hoping.