How many features until its overboard?

Shion Kreth

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Reading your list as a consumer and rpg gamer I would say you sound a little overloaded, yeah. I think I represent a fair majority of players when I say I like a balanced approach with a few extra features in addition to the main storyline, to add extra things to do and flush out the game, but too much and it'll just get left ignored(or drastically slow down the pace of the game) because I don't and don't want to spend all that long on any individual rpg; even if it's exceptional. I think your post is pretty telling, as you are the creator and this is your work of art... and you can't even remember the full features list. :p Because: each one individually has little impact.

I say(now more as a game designer) unless you're making some kinda life-sim game, pick a few of the important ones to you, the things that will have a big impact on gameplay and make people remember your game, maybe like: a well flushed out crafting system(you put that first so it makes me think it's important to you, but again if it's awkward/all encompassing it can take from some players' fun in the game), maybe owning/customizing a house(that's always fun), a streamlined class/subclass system(that's a love or hate kinda thing, so be wary of making it too convoluted), your dimension shifting thing(this is somewhat unique, could be a selling point if it fits in with the story of your game), and the morality/choice thing(people like those and they aren't overdone, also could be a big draw).

In short, pick the ones you want to distinguish your game and focus on those so people are like(for example) 'yeah i like iperks' games, they have great crafting systems- and from my own custom house, the moral choices really added a lot to the story, and the dimension shifting mechanic was neat'; That's just my two cents though. Good luck with your project.
 

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