TheVorkosigan

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Hi!

I've been planning my game for some months and the only thing im not totally happy with is one specific idea that Im scared about. I love it but I think it will make people avoid my game.

The thing is, my game is a medieval classic rpg, and I know it's very common that's why my game won't have battles, the character will progress and get new levels by doing quests. I will use equip and items menu because the game focuses in alchemy, creating potions and poisons and killing people with them, placing the poisons in the moment correct and the correct poison (not every one is effective to every person you need to kill).

I love my idea, but when people think in a classic 16 bit medieval fantasy rpg they think about battles, not this. That's why im scared about proceeding with the idea.

What do you think?

Thank you for the answers :)
 

KurayamiBlackheart

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Make the game you want to play. While building your game, try to feel where it want to go and to do some compromises, but without forgetting that you should enjoy the game to begin with.

If you don't enjoy your own game, chances are it could be objectively bad and not alot will enjoy it. While if you do a game you enjoy playing, it will have better chances to have at least a niche.

Not all RPGs have battle systems, so it's not necessary. Yume Nikki did pretty well and as far as I can remember, there is no battle there. Same for Witch's House and few others.

TLDR; Depends on you
 

Lord Vectra

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This sounds like you're more scared of falsely advertising the game. Medieval Classic RPG is still a fine description. Battles are just popular which is why people equate the two.

You're fine. Continue making the game as you see fit.
 

Mox

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I know I've seen a post recently asking about games with alchemy systems, so there's at least some interest in the general concept. In my very limited experience, it's really tough to get anyone to try a game, so a fresh gimmick would probably help more than it'd hurt.

Ultimately, I think the challenge will be proving how the system is fun. If there's a unique mini-game to making potions/poisons or you can show off some interesting effect of using them, screen shots of that stuff would probably be a big help.

I personally would be a little hesitant to try it until I saw your vision in action, but I don't think it'd take a whole lot to win me over. Even if I was turned off by the alchemy idea, the rest of the game could look so great that I wouldn't mind.
 

Byzantiumn

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I think you should just start putting a prototype together now and see if its fun to play.

The problem with game design so far for me seems to be that what goes on in your head and what happens when you click run on that project file are complete unrelated XD
 

Ratatattat

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It completely depends on how you advertise it! Like they said:
This sounds like you're more scared of falsely advertising the game.

I was thinking the same. If you present it as a classic style, medieval RPG in every way so that people automatically expect it to have battles, only to find out it doesn't, then that could turn people off - but only because you attracted the wrong audience, not because the idea is bad.

You can create any kind of game you want. It's a good idea. The only important parts are pulling it off, and attracting the right players who will want to play that kind of game. So when it comes to it, just make sure it's clear exactly what kind of game it is and what to expect from it.
 

Iron_Brew

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Hi!

I've been planning my game for some months and the only thing im not totally happy with is one specific idea that Im scared about. I love it but I think it will make people avoid my game.

The thing is, my game is a medieval classic rpg, and I know it's very common that's why my game won't have battles, the character will progress and get new levels by doing quests. I will use equip and items menu because the game focuses in alchemy, creating potions and poisons and killing people with them, placing the poisons in the moment correct and the correct poison (not every one is effective to every person you need to kill).

I love my idea, but when people think in a classic 16 bit medieval fantasy rpg they think about battles, not this. That's why im scared about proceeding with the idea.

What do you think?

Thank you for the answers :)

You're still describing an rpg. It's also an "Adventure Game" in the classic sense, too
 

Shaz

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I've moved this thread to Game Ideas & Prototypes. Thank you.

 

VelLori

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Your idea sounds really fun and interesting! I'm interested in how this feature would work functionally.
It's my own subjective opinion, but I tend to dislike classic RPGs because of the focus on combat especially classic turn by turn, which is also not always done well and feels like it's always the same... Even from big studio games sometimes I felt like the combat was more of a chore.
So just because your idea is new and interesting, that makes me want to try a game like this!
 

Willibab

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Yes....


O wait, I should prolly read the post.

Still Yes.
 

heyguy

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It sounds interesting! I agree with everyone else that's saying make the game you want to make. You don't need battles in your game so not a big deal to skip them. I'd suggest making a prototype of your game and gameplay loop and seeing what you think. Maybe post a video on here to get feedback again. Good luck!
 

nbgamemaker

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Honestly make the game you want, and i could see this growing a small but dedicated fanbase.
 

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