Any time a game is designed around "just" telling a story, is a situation where that game shouldn't have came into existence to beginwith. A game implies that, it needs to have a person playing it. If there's no systems to speak of, and maps are just to get from point A to point B/to progress the story(why even have maps sigh), it shouldn't have been called a RPG or even a game in general.
Ought-is fallacy. You aren't (nor are anyone else for that matter) at liberty to say how anything "should" operate.
They operate they way they do, and that's that. Todays games have stories. If you're going to use some facile retrograde definition of "games", you might as well say that games shouldn't have any story to them at all, since the first games didn't.
Point in case though, is that I already made the argument that I don't like the term "game". It no longer truly fits what sort of media we can produce with computers anymore, and I therefore reject the idea that any product that incorporates aspects of the digital interactive medium should be limited to design-philosophy that is stuck in the late 80's.
No It's fact. If the story is the reason for liking the genre, and really is the only thing a person cares about. The fact is they shouldn't be playing RPGs(or making them for that matter), watch a movie, one of the tons of story driving live action series, anime or here's a idea, you can read a book.
Again, ought-is fallacy. Take a hike.
Do you really fail to see the difference between an interactive narrative presented with both visuals and sound, to book or a movie?
I am interested in advanced ways of telling stories that allows the person being told to take an active role in the ways the story unfolds. That sort of design philosophy, and interest driving development, is neither marginal nor strange. It is common both among AAA developers, and players alike.
With that being the case, your point and your opinions are moot. You are trying to enforce a standard of game-design that doesn't reflect the times, nor necessarily even a large part of the market.
Story should be treated as a added bonus to RPGs, nothing more. A RPG can still be great without much story or even having a bad story, the same can't be said if the systems/maps suck..
I disagree. I'm not going to play an RPG if it has a **** story seeing as you'll be spending a very large portion of the game listening to/reading NPC dialogue, and neither are very many other people.
This is especially so seeing as all game-play mechanics are usually abstractions. Players accept these abstractions because they build towards something, and that something, I would suggest, for the vast majority of RPG players, is story-progression.
Of course, nobody is going to play a game that has ****ty game-play either, but that's irrelevant to this argument. You're setting up a false dichotomy because you're too invested into your own dogmatic view of what games "should be".
It's not either "it has story emphasis and poor game-play", or "it has hardly any story emphasis and good game-play". If a game has ****ty game-play or ****ty story, people aren't going to play it.
With that being said, I would say that if you're setting out to make an RPG, and you don't put an emphasis on story-telling, then not very many people will play it.
The only "RPGs" that usually do that successfully, are dungeon runners/action RPGs (like Diablo and Dark Souls), and they get away with it because the game-play is atypical of RPGs in general.
Good luck making a game with a JRPG set-up (which is usually what you do with RPG-makers) and glossing over story in favor of "game-play" that revolves largely around abstractions.
No you're just trying to justify bad gameplay design, I feel like you're offering a challenge, you make a game that's pretty much nothing but story, with really basic systems/bleh maps, ect(no scripting at all allowed, and no complex events). I'll make a game with awesome systems, and good mapping, with a very toned down/basic story(I'm actually a writer myself, so It's a shame, but if you need proof to understand reality, I don't see another option). Then we'll see what people like "playing" more
You're projecting and straw-manning my position, and making a false dichotomy that I have never encouraged or said I believe in. Again, look at my response above this one.
I'll have to take your claim with a grain of salt though, because I've yet to come across a good writer that has no idea how to formulate arguments without committing large amounts of logical fallacies (and yes, you would be one such person).
In either case, why would you need this experiment to demonstrate anything? All you have to do is point to games like MGS4, FF13, Heavy Rain, Wrath of Asura etc etc, to demonstrate that not only is there a market for games with a large focus on the narrative, they can often be very successful.
Take off your blindfold already and face reality.
You're missing the point, RPGs should have grinding, otherwise don't have standard enemies at all, and have the boss battles fully scripted(aka scripted as in story/evented actions). Also while you're at it, remove levels, stats, and equips since they are no longer needed... Where's the RPG, I don't see it, I see an Adventure game at most(that's if you even still find items to progress the game), you don't have a RPG if you take the need to gain levels away..
Seriously? Are you that naive, or just trying really hard to misconstrue my argument? I clearly said in my first post that grind can exist in a game, but it should be there as an additional task, for additional content, not as standard needing to be met in order to clear the main narrative.
What I said is that optimal game-balance, is where the needed amount of battles needed to level your characters to face the next challenge, should be provided through your regular game-play - that is to say, if I fight all the encounters thrown at me in a dungeon, all the way to the end, I shouldn't have to backtrack and run in circles for a while because I'm still to weak to beat the boss.
This does not somehow remove the need for items, stats, or levels, since you'll still have people who won't fight all the encounters thrown at them (some will run away, or take short-cuts), some are worse players than others and will need extra levels or equipment to make up for their lack of strategical skills, and if the developer has added additional challenges or story-content, some people will grind for that too.
I am saying that it is poor game-design to make a game such that the average player must grind to get past game-sections that are inherent to the clearing of the game. It's bad design, because it doesn't add anything in terms of actual difficulty, nor does it provide good incentive for grinding, it simply tells you that "here, go repeat this for an arbitrary amount of time, because we didn't bother to balance out the bosses/enemies, and we decide how long we think you should play for before you get to progress"
Grinding definitely should be fun, if it Isn't, that's just bad execution/lack of supporting systems or features.
It shouldn't be anything. It is what it is, and what it is, depends on the person doing the work.
I think unnecessary repetition is boring. It doesn't matter what the activity is - it's the fact that I perceive it to be unnecessary that makes it ****.
If I am already acquainted with the games game-play system, and the only reason I can't progress is because I am 5 levels short of having the necessary attack power/whatever to beat the boss, and the only way to remedy that is by going back, or staying in place doing what I've already done the entire point up until that moment, some more, then that is not good game-design - and it will never be good game-design, unless you're making a game for the kind of demographic that thinks World of Warcraft and its likes are good games (never mind that most of those people will never bother with an RPG-maker games anyway).
Now I absolutely loath the "Games are Art" movement, because people who follow that line of thought, treat it literally as such(as in traditional forms of art, pictures, writing, and music). If by any means, "games"(you know something that must be played) should be considered art, It's how multiple systems are put together to work in harmony with one another, that's the art of a game.
Completely agree with this. I never said game-play itself should be viewed artistically. However, because games, in the totality of their nature, being both visual, comprise of audio, and in having narrative, are art, it is no wonder that people will play them and enjoy them for more than just the act of pushing buttons. And, because game-developers (AAA ones at that) steadily do more and more to provide more wholesome experiences, it is facile, childish, ignorant, and completely god damn stupid in the extreme, to act as if it's somehow set in stone how one ought to design games by using retrograde standards for design that haven't changed since the late 80's.
If you want to draw, paint, exc art, there's museums, DA, Elfwood or art books, that are designed to show such off. Writers have books, Elfwood(to a lesser extent DA, I wish DA supported writers more then they do), novels, playwrights, and forums. Music is a little more limited, but there's music sharing sites, forums, scorebooks, and CDs(possibly more options, but that depends where you live more then anything else).
It's fairly viable to treat games as a canvas for music, due to the music industry being far more limiting, infact, if you're in the US, It's vertually dead outside of the few cities known for music(however music is only a supplement to everything else in the game, it definitely doesn't stand on its own).
As for Art, and Writing, out of all the things to use as a canvas, a game is byfar the least efficient way to show off such.
No, it's by far the best canvas for artistic expression. Why? Because it's the only canvas that allows you to use all the elements of all other kinds of artistry all at the same time.
If you don't think that's the case, granted what I just said, I have no idea by what standard you judge what is the most optimal way of wholesome artistic expression. In fact, I don't think you do either.
At the end of the day, as a gamer, as a person actual expertize in both digital visual design, and digital audio production, and as a person who is a creative writer (and who's worked with RPG-maker since the late 90's), I prefer expressing my visions with the interactive digital medium, because it's the only medium that allows me to use all the elements of artistry at once.
I suspect the same is true for many producers and devs (and I know it is true for people like Kojima Hideo, and Sakaguchi Hironobu, both of whom I've had conversations with on this very topic).
I don't really know what you're even trying to demonstrate at this point, or what you're working towards. It seems to me that you're just another petty individual of the "old-school gamer"-elitist mindset, who're trying to tell people how to make their games, not out of concern for their product, but because you don't like the way gaming is going.
If you truly were thinking about quality and product viability, you'd be able to consider the large diversity in current gamer demographics, and reflect around what a lot of current popular games actually play like, rather than telling people inane standards for design that you pull out of your ass, based more or less only on a completely self-centered, and out-of-date view on what games "should be like".
The fact of the matter is that, everyone here are making games on the RPG-maker platform. As a rule of thumb, you'd probably want to avoid grind like the plague.
Since you seem to like the idea of experiment -
How about you release your next game with two different balance approaches -
One where players are provided enough EXP through regular game-play to beat the game reasonably, and the other where you need to grind a bit (say 20-30 minutes) before any boss encounter.
See how well that fares, and which version becomes more popular.
I posit the claim that, if you have two games with the exact same game-play, the one where grind is necessary for progression will be the less popular in general.
Think about that for a moment, and what it would mean if that were true on a general basis.