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Ekimmak Since: Nov, 2010 Relationship Status: Above such petty unnecessities
#1: Oct 16th 2013 at 1:26:51 AM

Seeing as there's no "Video Game Designer's Block" forum, I guess this will have to go here.

I have an RPG that I work on in my spare time, and there's something I wanted to check.

First of all, keep in mind it uses a role system somewhat like FF 13.

There's an in-universe explanation for experience. It's a chemical brew called Xenopotential Booster, but affectionately referred to as XP by anyone who isn't a scientist. I think of it sort of like a medication, rather than a drug: Taken with the right knowledge, it's good for you, but taken without and it's just as likely to do some serious damage.

Fortunately, the second character to join knows how to use this, a mad scientist that could give Agatha Heterodyne a run for her money. And, she thinks that she can actually use some of the xenopotential booster to not just make you generically stronger, but develop in interesting new ways. This is where the role system comes into play.

For each level, you get one SP. This can be spent on one of the character's two combat roles, or, on a third civilian role. Putting skill points into combat roles will increase their stats while in that role, and unlock skills while in that role. Putting skill points into their Civilian role will increase their base stats across all roles, and generic skills they can use in any role.

Maxing out the civilian role unlocks a third combat role, which develops the same as the other two. Maxing out a combat role develops it into an advanced role, which is functionally a combination of two of the basic roles (for example, the Assassin role is a combination of the Striker (physical damage) and the Rogue (Debuffs). Maxing out an advanced role just gives some good benefits to it, it doesn't develop any further. And FYI, maximum development is at 10.

Each character has a unique development. They have different combat roles, no two characters have the same combination of advanced roles as another, they have different stats at maximum level even in the same role, and different element resistances.

My question is, is it too complicated? Is there some fatal flaw that I'm not seeing to this system?

If everyone were normal, the world would be a dull place. Like reality television.
Novis from To the Moon's song. Since: Mar, 2011 Relationship Status: I won't say I'm in love
#2: Oct 16th 2013 at 2:07:44 AM

I would recomend introducing the player to the system piece by piece rather than all at once. Other than that any advancement system should make sure to avoid "trap" options that don't fit with how the game is designed to be played.

You say I am loved, when I don’t feel a thing. You say I am strong, when I think I am weak. You say I am held, when I am falling short.
Ekimmak Since: Nov, 2010 Relationship Status: Above such petty unnecessities
#3: Oct 16th 2013 at 2:25:15 AM

Well, yeah, it's not one big text dump at the beginning of the game. First, I have a few crutch characters that show the basics of the roles (Thugs are there to take damage, Supporters keep everyone alive, and Arsonists make everyone dead.) Then, the crutch characters leave, and I introduce role swapping in a boss fight.

Use Thug to keep the boss' most powerful (and greatly advertised) attack from one shotting somebody, and Supporter to heal off damage when it gets out of hand, switch to Arsonist and Striker at all other times, and especially when the boss weakens, leaving an opening for massive damage.

After that, a bit of plot, pick up a new teammate, and introduce the skill point system. It explains why it's only one point per level, but doesn't say anything about advanced roles or the third role unlock. Those are things that the player discovers.

Could you elaborate on 'trap' options?

edited 16th Oct '13 2:35:24 AM by Ekimmak

If everyone were normal, the world would be a dull place. Like reality television.
Novis from To the Moon's song. Since: Mar, 2011 Relationship Status: I won't say I'm in love
#4: Oct 16th 2013 at 11:21:17 AM

By "trap" options I mean things do can get through advancement (wether by levels, skill points ect.) that seem useful but in actual gameplay don't have the same impact on success that they look like they do on-paper. Essentially there what you'd quickly learn not to use if you read an online guide or message board another the game.

You say I am loved, when I don’t feel a thing. You say I am strong, when I think I am weak. You say I am held, when I am falling short.
ArsThaumaturgis Since: Nov, 2011 Relationship Status: I've been dreaming of True Love's Kiss
#5: Oct 16th 2013 at 11:47:18 AM

Perhaps worse are options that one can invest in that do work for a significant portion of play, only to become significantly underpowered — or even useless — later in the game.

For example, some RP Gs allow the player to build a character around "social" skills (negotiation, bluffing, etc.). If the game then has at its climax a final boss that doesn't respond at all to "social" skills, which can only be fought, then the ability to build such a character is a trap.

My Games & Writing
Ekimmak Since: Nov, 2010 Relationship Status: Above such petty unnecessities
#6: Oct 16th 2013 at 2:47:13 PM

[up][up] So, always test to make sure that any skill or such that I add makes a meaningful impact? Or is this more along the lines of "make sure all roles are equally viable"?

[up]I think the biggest case of that I can recall was Knights of the Old Republic. Last mission was basically a never ending kill fest, with perhaps one use of each non-combat skill at maximum, and nothing but combat in the final boss. I guarantee, though, that any non-combat mechanic is still going to be based off combat stats (For example, knocking down doors instead of hunting for their key. It won't be based on a 'knock down doors' skill, instead success is dependant on how much strength that character has).

If everyone were normal, the world would be a dull place. Like reality television.
Novis from To the Moon's song. Since: Mar, 2011 Relationship Status: I won't say I'm in love
#7: Oct 16th 2013 at 4:04:39 PM

[up] More the former. I don't think each role has to be strictly equal, just close enough that the player can focus on the ones he of she wants without crippling themselves.

You say I am loved, when I don’t feel a thing. You say I am strong, when I think I am weak. You say I am held, when I am falling short.
ekimmak Since: Nov, 2010 Relationship Status: Above such petty unnecessities
#8: Oct 20th 2013 at 2:27:31 AM

There is one thing that I'm wondering, at that's the current limit. Should I increase the time it takes to max a role? Should Civilian be considered complete when you unlock the third role, or should there be more things for it to unlock (like a limit break, or something).

Might as well list all the roles I have.

Arsonist: High elemental damage.

Rogue: Critical hits, speed, and debuffs.

Striker: High physical damage.

Supporter: Buffs and healing.

Thug: Defence role, gets skills to make them the most likely target.

And then, each combination.

Adept (Arsonist/Supporter): High elemental damage and elemental buffs, good healing.

Assassin (Rogue/Striker): High physical damage, critical rate. Focused on single target damage, and occasional debuffs.

Blockade (Supporter/Thug): Best defences, good defensive buffs.

Decimator (Arsonist/Striker): Great mix of elemental and physical damage, but poor defences.

Demolitionist (Arsonist/Thug): Multiple target Elemental damage, good defence against elemental damage.

Leech (Thug/Leech): Worst thug defences, but makes up for it with self-healing and defensive debuffs.

Mastermind (Rogue/Supporter): Worst defences of all roles, but best support skills, and good defensive debuffs.

Mercenary (Arsonist/Rogue): Good for hitting multiple targets with critical hits, and has some debuff access.

Powerhouse (Striker/Thug): Good physical damage, good defence against physical.

Tech Support (Striker/Supporter): High physical damage and physical damage buffs.

edited 20th Oct '13 2:27:56 AM by ekimmak

If everyone were normal, the world would be a dull place. Like reality television.
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