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What the HELL people.
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Uncommon
His legend will never die




Joined: 10 Mar 2003
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PostPosted: Thu Feb 24, 2005 10:17 am    Post subject: Reply with quote

But that would also require you to explain why the heroes know about it and why everyone else is too blind/stupid to know themselves. If you leave that out, the idea's worthless.
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Shadowiii
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PostPosted: Thu Feb 24, 2005 11:36 am    Post subject: Reply with quote

It would be fun/interesting to make a game where you were a micro sub hero who wasn't really that important and SORTOF helped the world/story move along, but really you were just like everyone else spectating the ones in power/heroes/villians doing stuff.

Lacrymosa was planned a bit like that. That is, none of the main heroes were anyone special, though you met important people who shaped the world (and though you tried you usually failed in your influences).
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Battleblaze
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PostPosted: Fri Feb 25, 2005 7:54 am    Post subject: Reply with quote

All these ideas are handy-dandy fine-as-candy but why not just leave it the way it is(in OHR anyway)?

Having huge masses of people helping you unless you are some general is a messed up idea. In OHR you can only have 4 people in your party at once. Sure you have backup people in your reserves. But when you get dozens of different heros you would start to lose hero development. Soon it wouldn't be Hitari and Greg, it would be ninja guy and axe guy. And after awhile it would be fighterA fighterB MeleeA MeleeB. And finally, somedood, someotherguy, whats-his-face, what-cha-ma-call-it, and that-thing.

Most of the time, in games I play that have huge legeions of forces and a megaboss, the NPCs know that they would get their ass seriously kicked if they tried to fight. Then some rebellious teenager that dosen't know better keeps telling himself," OMG this sucks!" Then something pushes him over the edge like his town getting burned off the face of the earth. And he grabs the pointiest thing he could find and swears to smash the megaboss.

So you get to know the hero and level up and meet other strong people along the way until eventually you and your small group are strong enough to actually match the power of megaboss...


Basically I think I'd pick quality over quantitiy...
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Moogle1
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PostPosted: Fri Feb 25, 2005 8:26 am    Post subject: Reply with quote

You completely just missed the point.
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Leo
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PostPosted: Fri Feb 25, 2005 2:08 pm    Post subject: Reply with quote

Uncommon wrote:
But that would also require you to explain why the heroes know about it and why everyone else is too blind/stupid to know themselves. If you leave that out, the idea's worthless.


Well, they could have found some documents or caught a henchman red-handed or something. They could even be traitors from the enmy side...

Harry Potter kind of has the "nobody believes the heroes" plot, by the way.
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Iblis
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PostPosted: Fri Feb 25, 2005 2:10 pm    Post subject: Reply with quote

Quote:
All these ideas are handy-dandy fine-as-candy but why not just leave it the way it is(in OHR anyway)?


It's always best to question the way things are done because there might be a better way to do them.

Quote:
Having huge masses of people helping you unless you are some general is a messed up idea. In OHR you can only have 4 people in your party at once. Sure you have backup people in your reserves. But when you get dozens of different heros you would start to lose hero development. Soon it wouldn't be Hitari and Greg, it would be ninja guy and axe guy. And after awhile it would be fighterA fighterB MeleeA MeleeB. And finally, somedood, someotherguy, whats-his-face, what-cha-ma-call-it, and that-thing.


First, the game design forum isn't just about OHR game ideas, it's about any game ideas. Second, character development may or may not be important to the game designer. Maybe they want to design a more strategic kind of game than the traditional RPG. Third, just because other people are helping your party doesn't mean they need to join it. NPCs are characters too!

Quote:
Most of the time, in games I play that have huge legeions of forces and a megaboss, the NPCs know that they would get their ass seriously kicked if they tried to fight. Then some rebellious teenager that dosen't know better keeps telling himself," OMG this sucks!" Then something pushes him over the edge like his town getting burned off the face of the earth. And he grabs the pointiest thing he could find and swears to smash the megaboss.


This is generic and overdone. Just because something has been done before in a commercial game doesn't mean it's a good idea or even a barely passable idea.

Quote:
Basically I think I'd pick quality over quantitiy...


No, you're picking cliche over innovation.
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Sephyroth
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PostPosted: Fri Feb 25, 2005 2:37 pm    Post subject: Reply with quote

Quote:
Having huge masses of people helping you unless you are some general is a messed up idea. In OHR you can only have 4 people in your party at once. Sure you have backup people in your reserves. But when you get dozens of different heros you would start to lose hero development. Soon it wouldn't be Hitari and Greg, it would be ninja guy and axe guy. And after awhile it would be fighterA fighterB MeleeA MeleeB. And finally, somedood, someotherguy, whats-his-face, what-cha-ma-call-it, and that-thing.


Counterexamples: Suikoden, Fire Emblem. FE had a lot of characters, yet each one has fairly adequate character development. Suikoden 2 had far more characters than FE, yet most of those characters are even better developed than those of FE. Point nixed.
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Uncommon
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PostPosted: Fri Feb 25, 2005 3:14 pm    Post subject: Reply with quote

Seriously, that really only applies when the designer is lazy.
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Joe Man




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PostPosted: Fri Feb 25, 2005 3:18 pm    Post subject: Reply with quote

Do what you want, just as long as its complexity is reasonable.

For example, if I'm going to be controlling four hundred troops, I don't want to have to strategically plan each of their eighty-something attacks and fight modes etc against thousands of unique enemies with subtly different stats and have to learn every detail of every character's stats to have fun. I'll just take about four different kinds of characters with unique stats against maybe eight other kinds of characters with slightly less unique stats with maybe some options on adjusting a groups fighting style. If the number of characters fighting at once becomes too vast, it should be a simple rock-paper-scissors style strength system focusing on geographical location. However, this sort of simplicity won't work if thee are only six people fighting. Things should be detailed, with a very noticable variation in stats and attack effects, and even some variation such as in James' D&D style RPG he made. Also, it should be easy, one way or another, to figure out the enemies stats. If not, one should be offered plenty of battle opportunities (including troops) to find out.

Of course, its not as if I plan to play any of your games soon. I'm already up to my nose and drowning in OHR games.

Edit: This just occured to me, for I have not seen it in an RPG style battle before (though possibly because I don't play many RPGs): Three or more teams all fighting each other. I'm not sure how it would work, but I'd like to see how someone pulls it off. This also would be nice for multiplayer (which is terribly uncommon in RPGs).
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Last edited by Joe Man on Fri Dec 13, 1957 1:21 am; edited 2,892 time in total
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Uncommon
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PostPosted: Fri Feb 25, 2005 6:06 pm    Post subject: Reply with quote

Joe Man, it sounds like you're talking RTS while the rest of us are still talking RPGs. Suikoden II, the example used, had 108 characters but still used a typical RPG party.
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Joe Man




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PostPosted: Fri Feb 25, 2005 7:17 pm    Post subject: Reply with quote

I guess it does sound a lot like RTS... Well, the only specifically RTS element I mentioned was the part about geographical locations, which can, with some difficulty, be applied to RPG battles.
Of course, the rules still apply. Nobody wants to learn millions of highly detailed strategic rules for a single battle. The thing about Fire Emblem was that all of the RPG style battles were simple one-on-one battles, so it still obeys the rule, especially since the battles are not insanely complex, using basic, easy to learn and remember rock-paper-scissors rules. As for Suikoden II, I know nothing about its battles so I cannot reply to that.
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Last edited by Joe Man on Fri Dec 13, 1957 1:21 am; edited 2,892 time in total
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Uncommon
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PostPosted: Sat Feb 26, 2005 1:04 pm    Post subject: Reply with quote

Actually, the whole RTS bit I was talking about is where you mentioned having four hundred people fighting at once. No one ever said anything about that. Like I said in the last post, we're still talking RPGs and basic party system mechanic here. No one's made any mention of breaking that convention.

The party system is actually one mechanic that RPGs have had problems breaking. That could be what sets the traditional RPG apart from other genres. The only RPGs that don't have the party system usually only have one character.

That actually sounds like an interesting point of discussion. What sort of conventions could one use to break the party system and still have multiple characters? Or does using multiple characters at the same time define exactly what the party system is?
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Moogle1
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PostPosted: Sat Feb 26, 2005 8:24 pm    Post subject: Reply with quote

Then you have to define "party convention." If you're talking strictly games like Final Fantasy, then Enix has made a lot that don't follow that convention (e.g. Tales games, where you control one character and the rest are AI).
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Uncommon
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PostPosted: Sat Feb 26, 2005 11:00 pm    Post subject: Reply with quote

I dunno if that really counts as multiple characters, though, since the player doesn't actually control them. They're more NPCs, really, even if the player can set the type of AI they use.

I suppose, instead of talking about the "party convention", I'm more wondering about multiple playable characters outside of a turn-dependent environment but with only one player, like most RPG battles are (note the difference between turn-based and turn-dependent, as even ATB's depend on turns). For multiplayer it would be easy, just assigning a character to each player. I suppose if each character was assigned to a different button, though that most would likely be a terrible control set-up.

I dunno, maybe that's the difference between a convention and a cliché. One you use 'cos it's worked before, the other you use because there's no proper way to do it otherwise?

Thoughts?
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Iblis
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PostPosted: Sat Feb 26, 2005 11:29 pm    Post subject: Reply with quote

Quote:
I suppose if each character was assigned to a different button, though that most would likely be a terrible control set-up.


This was done in Valkyrie profile and Mario and Luigi Superstar Saga. VP had a questionable battle system. M&L had pretty cool battles. It's a hard system to get to work right, but I think it can be done. It could be a cool way to do combo attacks (kinda like the Bros. attacks in M&L I guess).

I've had a hard time thinking up a way to circumvent the need for a party. I've only had one interesting idea from it:

You could have multiple characters that are always in different places, and can switch between them at will. And by different places I don't mean different parts of a single map, but entirely different parts of the world. The characters may or may not ever meet or know of eachother. But, their actions would have repercussions on what was happening to the other characters. It could be positive or negative, an action that moved one character forward might accidentally push another back. The player would have to find the subtle connections between what was going on with each character, so that each action would move each character to their goal (whatever that might be).

I'd play such a game, I think.
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