History SoYouWantTo / WriteAnRPG

9th Jan '18 1:32:12 AM Cryoclaste
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''PhantasyStar IV'' went with sci-fi underpinnings, complete with alien worlds and spacecraft, plus PsychicPowers in an alien language that you had to work out as you went (assuming you didn't just [[GuideDangIt look it up]]). Consider this a lesson in the pros and cons of not using [[CanisLatinicus Latin]] for your spell language, if there is one.

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''PhantasyStar IV'' ''VideoGame/PhantasyStarIV'' went with sci-fi underpinnings, complete with alien worlds and spacecraft, plus PsychicPowers in an alien language that you had to work out as you went (assuming you didn't just [[GuideDangIt look it up]]). Consider this a lesson in the pros and cons of not using [[CanisLatinicus Latin]] for your spell language, if there is one.
22nd Dec '17 8:30:11 PM nombretomado
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{{RPG}}s tend to have ''tons'' of settings because of their epic scope. You'll probably end up sending the player everywhere on the map, so make sure that everywhere on the map is somewhere worth going. ''TheGrandListOfConsoleRolePlayingGameCliches'' calls these "The Compulsories" (it's #9), and we've got our own in VideogameSettings. Check them out and decide which ones (if any) you want to use, and which (if any) you want to try and subvert.

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{{RPG}}s tend to have ''tons'' of settings because of their epic scope. You'll probably end up sending the player everywhere on the map, so make sure that everywhere on the map is somewhere worth going. ''TheGrandListOfConsoleRolePlayingGameCliches'' ''Website/TheGrandListOfConsoleRolePlayingGameCliches'' calls these "The Compulsories" (it's #9), and we've got our own in VideogameSettings. Check them out and decide which ones (if any) you want to use, and which (if any) you want to try and subvert.
24th Sep '17 3:24:58 PM nombretomado
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BlueDragon attempted to be a ClicheStorm, and it was praised for it's traditional setting. It took some of the cliches to new heights, and managed to be original, avoid cliches, but still make the work a ClicheStorm at the same time. If you're going to use a ClicheStorm, it's worth PlayingThePlayer in some way, and subverting the tropes, while still using them as the framework for the plot.

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BlueDragon ''VideoGame/BlueDragon'' attempted to be a ClicheStorm, and it was praised for it's its traditional setting. It took some of the cliches to new heights, and managed to be original, avoid cliches, but still make the work a ClicheStorm at the same time. If you're going to use a ClicheStorm, it's worth PlayingThePlayer in some way, and subverting the tropes, while still using them as the framework for the plot.
4th Sep '17 12:51:26 PM Kindle4Light
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''TheDemonRush''. The Demon Rush is the ultimate example of How Not To Do It--how best to mismanage your time, budget, and skills. It's patently obvious the designer has only played a few [=JRPGs=]--The Demon Rush plays like a JRPG xeroxed to the point of illegibility, to the point where despite being a computer game you can't even use the keyboard to write your characters' names or use the mouse to click anything. The plot is an incomprehensible mess of exposition, jargon, and "dramatic revelations" that require more exposition and more jargon. Characters are poorly-designed in every way: they look stupid, they have random abilities that make every character a useless jack-of-all-trades, and they're all poorly-written, with most of them talking in the same voice and in the same stilted diction. Enemies are staggeringly hard and drop zilch for experience. Bosses are too easy. Deus ex machina and author appeal are everywhere. Even the coding is a abomination. See the [[http://forums.somethingawful.com/showthread.php?threadid=2913491 announcement thread]] and the [[http://forums.somethingawful.com/showthread.php?threadid=2925321 Let's Play]] on the Something Awful forums for the full skinny. Take notes on a piece of stationary titled THINGS I MUST NEVER, EVER DO.

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<<|SoYouWantTo/SeeTheIndex|>>
<<|SoYouWantTo/WriteAStory|>>

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''TheDemonRush''. The Demon Rush is the ultimate example of How Not To Do It--how best to mismanage your time, budget, and skills. It's patently obvious the designer has only played a few [=JRPGs=]--The Demon Rush plays like a JRPG xeroxed to the point of illegibility, to the point where despite being a computer game you can't even use the keyboard to write your characters' names or use the mouse to click anything. The plot is an incomprehensible mess of exposition, jargon, and "dramatic revelations" that require more exposition and more jargon. Characters are poorly-designed in every way: they look stupid, they have random abilities that make every character a useless jack-of-all-trades, and they're all poorly-written, with most of them talking in the same voice and in the same stilted diction. Enemies are staggeringly hard and drop zilch for experience. Bosses are too easy. Deus ex machina and author appeal are everywhere. Even the coding is a abomination. See the [[http://forums.somethingawful.com/showthread.php?threadid=2913491 announcement thread]] and the [[http://forums.somethingawful.com/showthread.php?threadid=2925321 Let's Play]] on the Something Awful forums for the full skinny. Take notes on a piece of stationary titled THINGS I MUST NEVER, EVER DO.

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<<|SoYouWantTo/SeeTheIndex|>>
<<|SoYouWantTo/WriteAStory|>>
DO.
7th Aug '17 6:19:54 AM CosmicFerret
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A lot of older games are virtually unplayable nowadays due to slow speed, annoying controls, and the lack of certain shortcuts we have grown to know and love. Games like ''VideoGame/FinalFantasyI'' and ''DragonQuest I'' are virtually unrecognizable to fans of their modern installments, and playing them is like going from ''VideoGame/WarcraftII'' to the original ''VideoGame/WarcraftOrcsAndHumans'', where you had to specifically select the "walk" and "work" buttons, and couldn't just right-click on the place you wanted to go or the thing you wanted to do.

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A lot of older games are virtually unplayable nowadays due to slow speed, annoying controls, and the lack of certain shortcuts we have grown to know and love. Games like ''VideoGame/FinalFantasyI'' and ''DragonQuest I'' ''VideoGame/DragonQuestI'' are virtually unrecognizable to fans of their modern installments, and playing them is like going from ''VideoGame/WarcraftII'' to the original ''VideoGame/WarcraftOrcsAndHumans'', where you had to specifically select the "walk" and "work" buttons, and couldn't just right-click on the place you wanted to go or the thing you wanted to do.



* The ''DragonQuest'' series. ''Dragon Warrior III'' and ''IV'', which are oldschool and got updated for "better" graphics later.

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* The ''DragonQuest'' ''VideoGame/DragonQuest'' series. ''Dragon Warrior III'' and ''IV'', which are oldschool and got updated for "better" graphics later.
20th May '17 10:06:49 AM nombretomado
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* If you want to go ''really'' oldschool, consider checking out a {{Roguelike}}, early ''{{Ultima}}'' games, or ''VideoGame/{{Wizardry}}''.

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* If you want to go ''really'' oldschool, consider checking out a {{Roguelike}}, early ''{{Ultima}}'' ''VideoGame/{{Ultima}}'' games, or ''VideoGame/{{Wizardry}}''.
23rd Apr '17 8:33:21 PM nombretomado
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If you're going to have a ClicheStorm, try PlayingWith things, subverting things, but still keeping it a ClicheStorm, like Franchise/TalesSeries - after the DiscOneFinalBoss, the cliches are subverted, but they still provide the framework for the plot.

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If you're going to have a ClicheStorm, try PlayingWith things, subverting things, but still keeping it a ClicheStorm, like Franchise/TalesSeries VideoGame/TalesSeries - after the DiscOneFinalBoss, the cliches are subverted, but they still provide the framework for the plot.
26th Jun '16 12:37:32 PM nombretomado
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''PlanescapeTorment'' took the basic game engine behind the more traditional BaldursGate and twisted it all around into something totally unique. Most notably, it embraced the game medium and lampshaded some of the absurdities of save points and MeaninglessLives by introducing a main character who literally, in the story, wouldn't stay dead. Just as importantly, the whole game is extremely well-written (for a game, anyway) and features dialogue that's actually worth paying attention to.

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''PlanescapeTorment'' ''VideoGame/PlanescapeTorment'' took the basic game engine behind the more traditional BaldursGate ''VideoGame/BaldursGate'' and twisted it all around into something totally unique. Most notably, it embraced the game medium and lampshaded some of the absurdities of save points and MeaninglessLives by introducing a main character who literally, in the story, wouldn't stay dead. Just as importantly, the whole game is extremely well-written (for a game, anyway) and features dialogue that's actually worth paying attention to.
16th Mar '16 6:26:15 AM jake38
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''VideoGame/SkiesOfArcadia'' is notable for its unique setting, with Air Pirates travelling in between {{Floating Continent}}s on airships, and for its generally upbeat and optimistic tone at a time when many games in the genre were trying to become DarkerAndEdgier; it's a game worth looking at if you don't intend to rely on angst. That said, don't draw too much inspiration from it if you're trying to create a unique plot, as since the genre isn't trying to be as DarkerAndEdgier any more, a {{Reconstruction}} won't be as effective.

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''VideoGame/SkiesOfArcadia'' is notable for its unique setting, with Air Pirates travelling in between {{Floating Continent}}s on airships, and for its generally upbeat and optimistic tone at a time when many games in the genre were trying to become DarkerAndEdgier; it's a game worth looking at if you don't intend to rely on angst. That said, don't draw too much inspiration from it if you're trying to create a unique plot, as since the genre isn't trying to be as DarkerAndEdgier any more, a {{Reconstruction}} won't be as effective.
16th Mar '16 6:21:09 AM jake38
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''VideoGame/ShadowHearts'' is to be acknowledged for having a rather unique gothic horror theme in an original (for J[=RPGs=] anyway) setting, early 20th century Europe and China. It also contains Yuri Volte Hyuga, who is considered by many to be the best RPG protagonist of all time (and the other playable characters are fairly well-developed), along with Roger Bacon [[spoiler: (real name Albert Simon)]] and [[EnemyWithin Fox Face]], two of the more memorable JRPG villains, and some of the more creative {{Mook}} designs. While its sequels are to be applauded for proving that JRPG characters don't always to be the same tired, cookie-cutter stereotypes (if a bit [[NinjaPirateZombieRobot drastically]] so), they unfortunately dropped the original dark and creepy storyline and atmosphere in favour of a far more generic one.

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''VideoGame/ShadowHearts'' is to be acknowledged for having a rather unique gothic horror theme in an original (for J[=RPGs=] anyway) setting, early 20th century Europe and China. It also contains Yuri Volte Hyuga, who is considered by many to be the best RPG protagonist of all time (and the other playable characters are fairly well-developed), along with Roger Bacon [[spoiler: (real name Albert Simon)]] and [[EnemyWithin Fox Face]], two of the more memorable JRPG villains, and some of the more creative {{Mook}} designs. While its sequels are to be applauded for proving that JRPG characters don't always to be the same tired, cookie-cutter stereotypes (if a bit [[NinjaPirateZombieRobot drastically]] so), they unfortunately dropped the original dark and creepy storyline and atmosphere in favour of a far more generic one.



* The ''Franchise/FinalFantasy'' series: ''[[VideoGame/FinalFantasyI I]]'', ''[[VideoGame/FinalFantasyIV IV]]'', ''[[VideoGame/FinalFantasyV V]]'', ''[[VideoGame/FinalFantasyVI VI]]'' for oldschool, then ''[[VideoGame/FinalFantasyVII VII]]'' and higher for better graphics and more complex gameplay (and more pretentious, if nothing else, plots).

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* The ''Franchise/FinalFantasy'' series: ''[[VideoGame/FinalFantasyI I]]'', ''[[VideoGame/FinalFantasyIV IV]]'', ''[[VideoGame/FinalFantasyV V]]'', ''[[VideoGame/FinalFantasyVI VI]]'' for oldschool, then ''[[VideoGame/FinalFantasyVII VII]]'' and higher for better graphics and more complex gameplay (and more pretentious, if nothing else, plots).gameplay.
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