- Joined
- Oct 28, 2015
- Messages
- 27
- Reaction score
- 4
- First Language
- English
Hello, RPG Maker community!
This is my first post on this forum. I played a lot of RPG Maker 95 on the PS1, and finally got Steam and pre-ordered RPGMMV a week ago. It is VERY exciting to be making games on such a powerful storytelling engine!
So, one of the big challenges for me, with all these options available in RPGMMV, is deciding how complex to make my characters. I'm not talking here about their personalities, motivations, etc. (I write for a living so that's, like, whatever) but instead about their mechanical complexity. How many skills should they have? How much is enough? How much is too much?
My current job class paradigm is to give each class at least 5 and at most 10 unique skills, plus a few basic "Tactics" that every character shares. I plan for the game to include about 9-12 characters: enough to have lots of party combinations to try, but not so many that you start forgetting who's who. Most classes, as well, are unique to a single character.
The train of thought there is that narrowing down the skill sets will help me make the characters feel unique, instead of everyone having similar skills because there's so dang many skills flying around. For example, one mage class operates by going into a deep, chanting trance to activate big, terrifying spells; another crafts and uses items mid-combat (still trying to figure out the programming on that one). The situation I want to avoid is where Chant-mage's 20+ skills overlap a bunch with Item-mage's 20+ skills, and as a result they feel similar in combat even though their casting method is completely different.
But of course, I worry that my guideline of 5-10 skills won't be enough to keep my characters interesting through the course of a (probably) long game. I mean, good writing covers a multitude of sins, but I don't want to be committing design sins in the first place. My damage formulae are set up to scale so that I don't need "Fire, Fira, Firaga" skill progressions, so that's not a concern, but a lack of tactical depth is quite concerning indeed.
But enough talk! What are your thoughts on the "sweet spot" for mechanical complexity? How do you achieve it in your games? Let's dish!
This is my first post on this forum. I played a lot of RPG Maker 95 on the PS1, and finally got Steam and pre-ordered RPGMMV a week ago. It is VERY exciting to be making games on such a powerful storytelling engine!
So, one of the big challenges for me, with all these options available in RPGMMV, is deciding how complex to make my characters. I'm not talking here about their personalities, motivations, etc. (I write for a living so that's, like, whatever) but instead about their mechanical complexity. How many skills should they have? How much is enough? How much is too much?
My current job class paradigm is to give each class at least 5 and at most 10 unique skills, plus a few basic "Tactics" that every character shares. I plan for the game to include about 9-12 characters: enough to have lots of party combinations to try, but not so many that you start forgetting who's who. Most classes, as well, are unique to a single character.
The train of thought there is that narrowing down the skill sets will help me make the characters feel unique, instead of everyone having similar skills because there's so dang many skills flying around. For example, one mage class operates by going into a deep, chanting trance to activate big, terrifying spells; another crafts and uses items mid-combat (still trying to figure out the programming on that one). The situation I want to avoid is where Chant-mage's 20+ skills overlap a bunch with Item-mage's 20+ skills, and as a result they feel similar in combat even though their casting method is completely different.
But of course, I worry that my guideline of 5-10 skills won't be enough to keep my characters interesting through the course of a (probably) long game. I mean, good writing covers a multitude of sins, but I don't want to be committing design sins in the first place. My damage formulae are set up to scale so that I don't need "Fire, Fira, Firaga" skill progressions, so that's not a concern, but a lack of tactical depth is quite concerning indeed.
But enough talk! What are your thoughts on the "sweet spot" for mechanical complexity? How do you achieve it in your games? Let's dish!

