Author Topic: Your RPG  (Read 3243 times)

Burning Zeppelin

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« on: October 27, 2005, 09:01:23 am »
Im random. You know Im random.
If you could have an RPG, what would it be like? What would the battle system be like, what would the story be like, what of everything!

My Battle System would be like you could move, and depending on level and chance, the time limit would limit you from making your moves. You could move freely i mean, like walking around. But if you are still moving while the time limit is finished, then thats it, you stay there, and depending on where you are, you could be easily damaged by an enemy. But there is a stop button. Go and attack someone, but quickly press stop, and quickly enter a combination of buttons, and you would freeze. No attacks would move you from where you are, yet the damage would be similar. Then, you coudl create combos, pressing some random button would allow your attack to be merged with another stopped ally. So they are in frozen motion of slashing, and so are you, so they can slasg, and then you slash AND THE FUKIN MONSTER DIES!!!!11!!!!ELEVEN my idea is confusing, eh?

My storyline...ive got to many plots in my head, and its late here...

Mystik3eb

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« Reply #1 on: October 27, 2005, 12:28:55 pm »
Wow...I think I got totally lost about halfway through that paragraph, haha.

This is an interesting thing to think about. Let's see...how about we tackle it one part at a time?

Gameplay:

-Battle System:
  Basically an enhanced 'Mana' real-time. Speed determines how fast a character/enemy physically moves on the screen. Other stats work similar to most RPGs, don't think I need to delve too deep into that. Casting a spell requires that the spellcaster remain untouched until the entire enchantment has been uttered.

-Magic System
  Similar to the Esper system, anyone can learn any spell as long as their Magic/Intelligence/Wisdom/whatever Stat is high enough. They learn by obtaining spell books that teach the spell. These spell books gain more knowledge by being carried around and held in battle (AP points), and each hold the knowledge of several different spells (again, ala Espers). To learn the spells, you need to carry around the book with your character until the character earns enough AP points to learn the spell (both the character and the book earn AP points, in other words). And then each spell has a required IQ (wow, another term for this stat...hell, I'll just call it the "Magic" stat) level before being able to actually "CAST" the spell, though they can start learning it as soon as the book knows it. The spells can be cast at any time while the book is equipped to that character, but can't be cast without the book until it's been completely learned (makes sense if you think about it, heh). Casting spells costs MP.

-Equipment:
  Keep it simple. Weapon (specific to character and their '-type), Armor (non-specific), three accessories (mostly non-specific).

-Menu System:
  Also similar to SoM. Press the button to bring up the menu, and it brings up a main menu in ring form. Menus are: Item, Magic, Equip -> Equipment or Spell Book, Status, Switch (members in and out of party), Configuration, Save. The difference between this and SoM is it's a main menu, not character specific.

-Look/Graphics:
  I like the new Star Ocean's look, fantastic 3d graphics with the ability to rotate the view, but still top-down. I'd go for that, probably, though I'd add the ability to zoom in or out, kinda like Black & White.

-Character Abilities:
  I still dunno, I haven't decided what character types I like most, so I can't decide their abilities (unless I cover every single possible character type that exists...and I'll pass on that one).



*sigh* This brings me back to the days where I was trying to plan my own game, all the way back in 7th grade. Ah my ideals...

V_Translanka

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« Reply #2 on: October 27, 2005, 12:31:58 pm »
My favorite battle systems so far have been those in FFTactics and Vagrant Story. "My RPG" would use one or the other.

SilentMartyr

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« Reply #3 on: October 27, 2005, 04:37:01 pm »
A combination of Chrono Trigger and EarthBound for the battle system. I have it planned out already, and it is bad ass.

Sentenal

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« Reply #4 on: October 27, 2005, 04:49:09 pm »
Well, here is mine.

Gameplay:  Like SD3's, but more battles, and I mean epic battles.  Army vs. army.  I don't think an Action RPG that I've ever played has you being part of one army, and fighting another.  Oh course, it would need lots of tweaking, but it could be made to work.  Hell, maybe just a Fire Emblem type battle system, both are good.

Story:  Oh, I gots me ideas.  Most would have the elements of an Ogre Battle, a Fire Emblem, or a FFTactics 1.  You know, more political and wartime stuff, rather than a quest to save a princess or something.  But the primarly element would be the war.

Graphics:  Cel-shading.

Mystik3eb

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« Reply #5 on: October 27, 2005, 04:57:35 pm »
Quote from: Sentenal
Graphics:  Cel-shading.


Please say you liked Windwaker...

Sentenal

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« Reply #6 on: October 27, 2005, 05:54:35 pm »
Wind Waker was good.

cupn00dles

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« Reply #7 on: October 27, 2005, 07:48:00 pm »
Geez... I was gonna write how the perfect rpg would be like to me, but my lazyness just won't let me...  :roll:

BlueThunder

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« Reply #8 on: October 27, 2005, 10:38:41 pm »
Quote from: Sentenal
Wind Waker was good.


Yeah it was good.

Lord J Esq

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« Reply #9 on: October 28, 2005, 01:18:41 am »
My perfect RPG would have the visual whimsy of Miyazaki, the artistic genius of Kurosawa, the surreal depth of Burton, the irreverent wit of Monty Python, the dramatic power of Spielberg, and the creative spark of the Great Lord of the J. In fact, I'd be in charge of the whole thing. It would be a masterpiece of its generation--of any generation. It'd make me famous, just like the Famous Amos! I'd make millions! But first, of course, I'd have to produce the thing, and in pursuit of that most excellent dream, I would spare no expense on musical composition, plot development, or character design...or the catering wagon.

I'd take a long leap away from the traditional RPG formula of sending some ordinary kids up against an unspeakable evil to wage a cosmic battle for the fate of the very world itself. I'd also distance myself from the mainstream RPG morals you usually see in these sorts of games, and in their place dish out a dose of the world as seen by Josh, which ought to broaden anyone's horizons...if simply for the novelty of an uncommon point of view. And did I mention the catering wagon? We're talking cheese balls, condor eggs, and some of that vintage Dr. Pepper from a time capsule dating back to the days when they made it with prune juice.

There's an unspoken rule in television: Fit your drama inside the small screen. I see that to be somewhat true in video games, too. For reasons of profitability, the Powers that Be just don't like to give their audiences too stirring an experience all at once. I don't know if it's because most people lead sheltered lives and can't wrap their minds around something too starkly beyond the familiar, or because it makes the rest of the industry's product look rightfully cheap in comparison. But whatever the reason, I'd throw that line of thinking out the window and go for the maximum dramatic effect possible. I'd rather touch a few kindred spirits down through the generations than garner the attentions of a fleeting and fickle mass audience today. (Although if I can have both, so much the better.)

I'd run a very egalitarian development operation. Every voice would be heard, and every differing point of view honored. The entire crew would all be in this together, for a greater good than any one of them individually could hope to surpass: The production of my video game. Even the lowest copy room grunts would stand alongside the highest department heads as dutiful servants of the same cause. And speaking of my department heads, at our board meetings I would have them sit at a round, oaken table where ideas would flow equally and justly. No one would be better or higher than anyone else, or preferred in any way. I, of course, would be floating in a revolving throne above the center of the table, glowing so brightly with jewels and divine sanction that no one could possibly look at me for more than a second or two. No, scratch that! Rather than cheapening myself by revolving for my staff, I'd have the entire studio revolve around me. There'd also be a chorus somewhere in the background chanting:

Quote from: Wagnerian Chorus
Estuans interius ira vehementi,
Estuans interius ira vehementi;
Lord J Esq! Lord J Esq!

The story of my perfect RPG would chase after epic discovery and achievement, as opposed to the more traditional RPG showdown between good and evil. Rather than setting up a tangible villain to orchestrate the progression of events, I would send the protagonists in pursuit of their own sense of destiny. The plot would turn--much like a well-oiled board room--on the axis of desire: From the depths of the mind our dreams are born. Dreams touch the light of the world and bestow desire. Desire compels us to seek the power to make our dreams come true. Many people shape the world in their lifetimes, because of their desires. A chosen few take it in their very hands, and change the course of history forever. What better story to tell a game about than humanity at its most passionate?

The graphics would combine our best emulation of photorealism to date, yet in the interest of containing the graphics budget, I would have my artists make strong use of pre-rendered graphics wherever possible, and I would always favor hand-drawn or digitally composed mattes over computer-generated textures. (And when computing power finally makes this contest less one-sided, I will reconsider.) I would forsake conventional imagery for more of a dreamscape, hoping to evoke some of the dionysian creative fundaments of the human imagination, rather than simple recognition of the mundane. In other words, depending on your temperament, I would seek to make the experience either unsettling or intriguing. Definitely I would favor curves and space over angles and lines. In keeping with the unapologetic artistry of works like Crouching Tiger, Hidden Dragon, form and theme would govern the more pragmatic functions.

I would typically try to go for understatement in the dialogue and narrative, instead letting settings and circumstance speak for themselves. However, the game as a whole would be extremely text-heavy--or speech-heavy, if I opted for voice acting...which I probably wouldn't, but certainly might. Rather than dropping the plot in straightforward packets, however, I would write to a mature enough audience, yet with a simplistic enough style, to appeal to individual players based on their own identity and personality. Just as kids didn't need to know about Gene Kelly to laugh at Kel when he sang "Drinking Orange Rain," those who did know of it could find the experience enjoyable on a more involved level, and so too would my script speak one word in many voices. Greater emphasis would be placed on character disparity and individuality than has traditionally been striven for in RPGs. Oftentimes characterizations are diverse enough in composition, but painfully similar in style, and I would make every effort to escape that artistic flaw.

Music, as I said, would be featured prominently, on a level of importance equal to that of the art, and perhaps even superior to it. The music would as much tell the story as the script itself, and my composers would be on notice to produce the best work of their lives, lest I feed their children to the wolves. I'm talking about music without boundaries, vision without horizon, awareness without oblivion.

The catering wagon would feature everything from smoked nova lox with fresh New York bagels and whipped cream cheese with chives and red onions, to roast lamb served on a bed of wild rice with garlic broiled asparagus and truffles. For the less discriminate, there'd even be plain old peanut butter and jelly. And to complete the circle of success, the Famous Amos cookies would be, as customary with any Lord J, Esq. production, unlimited.

Burning Zeppelin

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« Reply #10 on: October 28, 2005, 04:16:17 am »
I dont like windwaker much. The cel shaded thing...isnt that great. I like cell shaded games (jet set radio future, killer 7) but the whole...style of windwaker, as well as the fact that i absolutely love ocarina of time, and that twilight princess is awesome...u know

warriorsam

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« Reply #11 on: October 28, 2005, 05:48:12 am »
You design a character from scratch (gender, facial features, height, etc.). Your character gains or loses weight/muscle depending on how you eat and how much physical activity you do. Your character can be scarred in combat, sometimes permanently (and sometimes horribly -- on rare occasions, body parts can be severed). You can also get haircuts, tattoos, piercings, etc. Your character has no predetermined class; your expertise will be determined by what skills you use most.

You spend the first section of the game mostly by yourself, with occasional companions (some who may return later), and the game collects information about everything you do. Instead of having a set back story, you create your own back story during this phase.

Later, you start meeting and having relationships with long-term companions, and your back story is factored into conversation and will have repercussions on the storyline. (Example: you killed someone's girlfriend/uncle/mist dragon, and they join your party but only to backstab you at a crucial moment in the plot. Or a character you meet is smitten by you because you're the famed hero/heroine who did such-and-such at the beginning, and you can choose to take advantage of that or not. Or bounty hunters will come after you at inopportune times 'cause you screwed someone over.)

The entire world is built on one immense map, and almost every location can be traveled to from the get-go if you're willing to make the journey (and can survive). There's a plot, but it's not spoonfed to you, and you're not locked into it. The plot unravels as you interact with the world. In the beginning, it's very mission-based, like a Grand Theft Auto or MMORPG, but at some point you'll be able to access a long series of quests that comprise the main plot, which will include all the elements that make Chrono and Final Fantasy stories so appealing (humorous situations, dramatic ones, themes of love and loss, all experienced alongside characters you grow genuinely fond of, etc.).

As for what the plot would actually be, I have no damn clue.

Burning Zeppelin

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« Reply #12 on: October 28, 2005, 06:10:56 am »
Sorry, I kinda meant Jap RPGS with the story and the...warriorsam, have you heard of games such as...The Elder Scrolls and Fabe? Fable tried to deliver an experience EXACTLY to what you said. Its not a new idea, its and idea that every western developer wants

Mystik3eb

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« Reply #13 on: October 28, 2005, 01:14:30 pm »
Ok, I laughed while reading J's post. I genuinely laughed. But that was for the funny parts. For the actual game, I can't help but think you're focusing on alot of the themes of the Zealians =p

Sentenal

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« Reply #14 on: October 28, 2005, 04:24:06 pm »
warriorsam, I can see the problem you would have for coming up with a good plot, becase its nearly impossible to have a good plot without a somewhat scripted Character.