What are some serious features or story plot devices that you'd like to see in an RPG?
Go ahead with the not-so-serious features, if you must.
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What are some serious features or story plot devices that you'd like to see in an RPG?
Go ahead with the not-so-serious features, if you must.
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Killing off the main characters, all of them B]
They did that in Drakengard :]
Well, if it's a Mana game, I'd like the "Good" factor to be around.
For general RPG's though, I think an interesting feature would be rather than having a battle system of sorts, more of a 3rd Person Action thing going for it. Not like a top-down Action RPG, though. Like, RPG elements such as stat raising will help you out and so such, but you still require skill in classic shooting games to progress.
I'd really like to see them covering the idea of death more seriously in RPGs. In general a character is either ressurected, not actually "dead dead", or just becomes a ghost. I want to see someone die, and the characters struggle to come to terms with it in a way beyond a simple "O noes they are of the dead...o wells, wes are needings to be savings world, lol!"
There is no signature here. Move along.
Oh the death one's good.
Oh yeah, this is for informational purposes, not just something random that popped into my head.
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Enemies becoming friends. Even if that means picking them up and chucking them into your home square. Seriously though, I like it when an opponent joins you. Even it is just for one story event and then your on opposing sides again. It makes the future battles with that character deeper and more engaging.
Oooo What about a character that's undecided? I haven't seen anything like that, but I don't have much experience. Like, they've got reasons for helping both sides, but they're mainly neutral. So sometimes they're in the party and sometimes they're fighting AGAINST the party, or just watching from the sidelines.
Then something could be implimented where, after the first time you get him and he is introduced, you can choose whether or not to let him help you.
Of course, this could be expanded on forever, like everything else.
Just wandering what you think?
yes, your choices actually changing the story would be excellent, but it' s hard to implement.
Ah. I've never played Baulder's Gate, so I wouldn't know. It's definitely doable though, like you said.
Hmmm.
What if one of the mainest of the main characters switched sides around the middle of the game? Of course, it wouldn't be as wonderful unless it was unexpected or hidden from all of the other characters.
Also, what do you think about games where there are many many characters you can get, but you can't get all of them, and some have preconditions?
Do you prefer that over the classic 6-8 main characters and perhaps a few secret characters?
Or what about a twist off of both of them. Like, where you could get a certain amount of characters, but you could find them in numerous different places? As an example: Jennah first appears in Dorgandotte's manor, the first main part of the game. However, you don't HAVE to get her there. Instead, if you miss her, you have another chance to get her later on where your paths cross once again. Eventually you would automatically get the character, but having them earlier would give you more customization with that character, because they develope in their emidiate class as long as you don't find them and get the ability to customize them.
Good?
Bad?
- Both sides are trying to achieve some goal, but one person is doing so in an evil way
- missions that involve solving a puzzle but not necessaritly a boss battle
- side quests that aren't fetch quests or hunts
- base the game off of something other than "save the world"
- a karma meter of some sort, so that if you act evil, you'll pay for it later on
- have two threats at once
- null
Also, I want moogles.