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Lucier
that one girl




Joined: 06 Aug 2003
Posts: 139
Location: dallas, tx

PostPosted: Mon Oct 27, 2003 2:20 pm    Post subject: For future reference Reply with quote

I was wondering, what are some original features in RPGs that you guys have really enjoyed? Be specific, I'm looking for some inspiration for Genesis and any other games I decide to make.
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Aethereal
SHUT UP.
Elite Designer
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Joined: 04 Jan 2003
Posts: 928
Location: Gone! I pop in on occasion though.

PostPosted: Mon Oct 27, 2003 2:28 pm    Post subject: Reply with quote

Two words: Original gameplay.

But seriously, more than anything, I look for original gameplay. If a game plays like another, then I generally don't enjoy it as much. For example, my first experience with an active battle system (where you have free movement/attack with buttons but the battles ARE random, i.e. not an action RPG) was Tales of Destiny on the PSX, and after that I played Star Ocean 2, and I didn't enjoy SO2 as much because I didn't find the battles as exciting as they were the first time around in ToD (there are other reasons why I don't really like SO2 a whole lot, but I won't go into them, as then I'll be getting off-subject).

I'll write more later, but I have to get going right now. Watch this post.
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Mon Oct 27, 2003 2:36 pm    Post subject: Reply with quote

Hmm..
I'm designing a game right now that uses the following innovations.
I realize that they aren't all that original, but they work very well
with the type of game that I'm making. These are probably my favorite
RPG system-type thingies.

Job System(FFIIIj/FFV/FFT/TO/etc.)
The concept is that you can have characters change their abilities
and become better at certain abilities by using them. This is used
in several different methods, but my personal favorite is the method
used by the mentioned games.

Alchemy(FFV/Secret of Evermore)
Combining items to use spells is genius. I wish that this kind of
thing would pop up more often. Unfortunately, there isn't really an
easy way to emulate it on the OHR's standard battle system, although
I have a method I use that's fairly similar.

Stat Progression(TO/FFT/FFIIj[Despite my hate for that game])
How you level up determines how your stat parameters grow. Doesn't
get very much more simple than that...

(Not in Qpi^e)
Interactive Battles (Tales series, Seiken Densetsu series)
Basically, it's an RPG where you control your character like in a
fighting game. You may also have support characters with AI. Not
easy to do with the OHR, though.
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madhatter
Best procrastinator in all of North America




Joined: 30 Sep 2003
Posts: 322
Location: A boonie town, Ontario, Canada.

PostPosted: Mon Oct 27, 2003 3:08 pm    Post subject: Reply with quote

Remeber in FFVI the parts where you split up your parties and got to choose what scenario you wanted to do next (rescuing Celes, doing the Train level, and...um... I forgot what Terra did but you probably remember)? Those are really enjoyable.

Another thing that I like is a swap thingy. My brother wrote a script (it's still buggy) where you aquire certain mystery items in one game and use them in another game to do something special. Examples of games that used this are Oracle of Ages and Oracle of Seasons.


Last edited by madhatter on Mon Oct 27, 2003 3:13 pm; edited 1 time in total
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planethunter
Lost In Emotion




Joined: 07 Jul 2003
Posts: 258
Location: Éire

PostPosted: Mon Oct 27, 2003 3:09 pm    Post subject: Reply with quote

Although I 've had the idea(s) with me for ages now, and discussed it a while back I still haven't seen it implemented:

8 directional walking, using the standard ohr controls 8,6,4,2 on the numpad for the 90 degree directions (just normal walking) and the others namely 9,7,3,1 on the numpad for the 45 degree directions (think of any decent isometric game). heck, 5 on the numpad could even be a 'run' key.

alternative outfits I know it might not seem that important, but I know from experience that most rpgs divide their adventures events into either 'days' (events from storyline) , or time of day (a set time limit for each day) or plain old inn (when a hero has to sleep and replenish hp). It would be good if the main character changed clothes during these intervals. That way it would also make the game slightly more interesting if an outfit was selected at random from a half dozen or more during each 'event'.
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Minnek
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Joined: 03 Jun 2003
Posts: 430
Location: Somewhere

PostPosted: Mon Oct 27, 2003 3:16 pm    Post subject: Reply with quote

Intriguing idea with the clothing, Planethunter. I'm with Madhatter here, I liked the party-splitting parts of FF6, since you had multiple things going on in the story at once. For some reason, I find that very interesting and fun. Interaction with your environment would be cool, like in FF:Mystic Quest, with the weapons usable as tools to push switches and what not. Jumping is interesting as well, since technically you could jump over those three pixel wide gaps, but for some unknown reason, you have to go around and face (usually) some sort of battle along the way. So jumping'd be rather realistic (or at least I think so.) Having an original magic system grabs me a lot. (FF7 has a great one, in my opinion. I like messing with the materia XD )
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Setu_Firestorm
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Joined: 26 Mar 2003
Posts: 2566
Location: Holiday. FL

PostPosted: Mon Oct 27, 2003 3:31 pm    Post subject: Reply with quote

That reminds me, Aeth. I'm going to have to talk to you later about what to do with the gameplay in Hoshima.

Maybe we can formulate some interesting stuff. Wink
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madhatter
Best procrastinator in all of North America




Joined: 30 Sep 2003
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Location: A boonie town, Ontario, Canada.

PostPosted: Mon Oct 27, 2003 4:48 pm    Post subject: Reply with quote

Oh! I thought of another one. I don't know if this is possible to do in the OHR, but what the hey...

In FFV, there was moving bookcases in the ancient library. Perhaps you could implement some sort of maze with moving walls?
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Setu_Firestorm
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Joined: 26 Mar 2003
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PostPosted: Mon Oct 27, 2003 4:49 pm    Post subject: Reply with quote

You could simulate that with invisible NPCs, you know.
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Minnek
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Joined: 03 Jun 2003
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PostPosted: Mon Oct 27, 2003 4:55 pm    Post subject: Reply with quote

That'd be really spiffy if someone did that. Perhaps I'll work on it myself... Anyone done that before?
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madhatter
Best procrastinator in all of North America




Joined: 30 Sep 2003
Posts: 322
Location: A boonie town, Ontario, Canada.

PostPosted: Mon Oct 27, 2003 5:03 pm    Post subject: Reply with quote

Oh! I just thought of yet another thing. Many people don't bother to implement weather in their games, so include that. It adds to the atmosphere.
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Shadowiii
It's been real.




Joined: 14 Feb 2003
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PostPosted: Mon Oct 27, 2003 5:33 pm    Post subject: Reply with quote

I really liked the change weapons idea. Its being implimented into Lacrymosa, except with much greater detail (you'll see).

I also like Vampires and Blind Heroes. But that's just me.
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Me
HI.




Joined: 30 Mar 2003
Posts: 870
Location: MY CUSTOM TITLE CAME BACK

PostPosted: Mon Oct 27, 2003 8:51 pm    Post subject: Reply with quote

Vampire heros are good, but you have to make sure they are harmed by cure (cure elemental, everyone absorbs it except the vamp).
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Uncommon
His legend will never die




Joined: 10 Mar 2003
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PostPosted: Tue Oct 28, 2003 9:43 am    Post subject: Reply with quote

People have mentioned weather and alternate costumes, and those are a couple of things I'm working on...

How about different currencies for different countries? I'm working on that one, too... Custom weapons systems are usually pretty interesting, too.
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Lucier
that one girl




Joined: 06 Aug 2003
Posts: 139
Location: dallas, tx

PostPosted: Tue Oct 28, 2003 5:56 pm    Post subject: Reply with quote

I'm digging a lot of these ideas. Although pretty much all of them would be difficult to do in the OHR, I think it could be well worth it. Keep the ideas coming!
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