How to make your game cool

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Hi everyone, I've been playing quite a lot of R.P.G Games and have some experiences on how to make your game cool and incite the player to go anywhere on your Game. Ok, let's begin:

- Secret Places: It's always excitant to find a secret place(when it's by hasard) as a Pirate Hideout or an underground lake or something like that where you can find a lot of treasures for your progression or even Monsters which you can summon

- Character: It's cool to have too team that you can lead. As in my game there's two group of warrior, The Warrior of Light charged of protection the Balance Monsters(Called like that because if one dies, a part of the power of an evil monster will be released), and the Warrior of Discord (Charged of releasing the evil monster and Causing Chaos to the world. Always excitant to be the evil 3:)

- Secret Treasures: What's on your mind with that? Kinda "Legendary Treasure" like in FF6? Yes, it's that. With a legendary weapon, armor or something like that ;-)

- Hidden Characters: Yes, it's good to have additional characters in your party when it have good stats and commands. Like in FF6 with the Moogle, the Yeti and Gogo inside the land eater.

- Give a personality to your charas: What is a game without a good and laughing story as the Monk in FF6, Bartz in FF5(I like the one when he talk to the moggle doing telepathy in the other world and he says "It's a kind of Psychopathy?" lol)

- Sidequests: I know, its a big work to do. Have you ever played FF Tactics? Then you should know how'll be your sidequest system. If you haven't, you talk to the keeper of a PUB or barmaid or tavernkeeper and he gives you the info about the quest.

That's all, remember that I can take credit from you with these infos but I don't want. I do it just for fun ;-)

Happy R.P.G making!!!
 

Adam Ferrell

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Let's not forget the #1 rule for a good RPG. It has to look good! Here's a screenshot of Aedemphia. One of my inspirations and what I like to compare my maps to.

 
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Dalph

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An interesting story with well developed and funny characters, good mapping and solid gameplay.

If you add also a couple of puzzles, secrets and a New Game + feature then you're ready FTW.
 
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Archeia

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No, more like, it has to look good AND functional. Aedemphia's maps had issues with navigation if you played the demo. (Blocks everywhere and amongst other things).
 
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SLEEP

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Sunglasses and tall glasses of fizzy soda will make your roleplay cool, but do not forget the sunscreen because sunburn is really painful!!!
 
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Yes, Good stories(Long and full of surprises) gives the good feeling of an R.P.G game. The story of FF4 is the worst I ever seen(lack of dialogues and emotions) but have good ideas like the Red wings air fleet, the magic researches and job changes(Dark knight to Paladin).
 
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Reading this thread makes me just think that I don't care about making a "cool" RPG. lol

Edit: To elaborate, I think that to add a lot of features for no other reason than 'they are neat' doesn't work a lot of the time. It definitely isn't something that I'd strive for. To use an example, I personally find the DS remake of FF4 became worse for adding a bunch of unneeded 'cool' stuff (and unnecessary dialogue and cutscenes just to have more content - content that ended up taking away from the characters and story, IMO, by spelling out friggin' everything), and find the original much more appealing.
 
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I talked about the Advance version, you can even walk trough some tiles that are not supposed to be walked thru.

When you create a game which you want to share to the world, you must care about making your game worth to play.

Edit: Adding too much features as the Job system in FF5 is too much. The FF5 is just a Feature-Demonstration Game, not very good story and full of unnecessary dialogues(Advance version).
 
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Dalph

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To elaborate, I think that to add a lot of features for no other reason than 'they are neat' doesn't work a lot of the time.
Adding too many features is what really prevents the completion of a project.

Most of the developers wants to add to their game a lot of cool stuff (to make it innovative), but after a while they eventually get bored and don't conclude anything at all.

Keep things straight, simple and functional is my philosophy.

Indrah and Fomar's games are a classic example of what I'm saying.

Their games are simple but still innovative, with basic roleplay features but still funny as hell to play, and with beautiful mapping (even if they don't use parallax).

What I'm really trying to say is:

Just put the passion in your work and you can achieve any result, but don't overdo it.
 
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