For a while now, I have wanted to create a short traditional rpg, preferably no longer than two hours in length, with assets I have created myself.
The problem, however, is that I have been having issues trying to understand what design limitations should be applied when making smaller games and how to best utilize them to enhance the gameplay and story rather than limiting them. I have created smaller games before, but I never felt that they utilize this smaller scope.
Whenever I make decisions for both the story and the gameplay, there seems to be some kind of contradiction. A party of four characters can help make the gameplay more satisfying across the course of the game, but it also feels like that leaves too many characters to develop and interact with each other across the course of the story. Larger stakes could help get the player more invested in the story quickly, but solving the incident in a such a short period of time may feel cheap.
Of course, I recognize there is way more than one way to go about this. For the creators who have experience making shorter games, what styles of approach do you take while developing them?
The problem, however, is that I have been having issues trying to understand what design limitations should be applied when making smaller games and how to best utilize them to enhance the gameplay and story rather than limiting them. I have created smaller games before, but I never felt that they utilize this smaller scope.
Whenever I make decisions for both the story and the gameplay, there seems to be some kind of contradiction. A party of four characters can help make the gameplay more satisfying across the course of the game, but it also feels like that leaves too many characters to develop and interact with each other across the course of the story. Larger stakes could help get the player more invested in the story quickly, but solving the incident in a such a short period of time may feel cheap.
Of course, I recognize there is way more than one way to go about this. For the creators who have experience making shorter games, what styles of approach do you take while developing them?
