RPG's In General
1. Puzzles. I'm not playing an RPG to do puzzles. I'm just not. They break the flow of the game. They break immersion in the game. They're busywork for the sake of it. They exist because some dev couldn't figure out a way to make their combat compelling, their dungeon design compelling, their story compelling, or their characters compelling. I love puzzles. I will play a good puzzle game anytime one comes up. But, I refuse to solve puzzles in RPG's. I'll grab a guide rather than waste my time with this nonsense. I'd like to see this trend go away.
2. Crafting Systems. I have no doubt that a Crafting System in an RPG could be done well. I haven't seen it yet. I probably never will. They're so boring. So "stock". So "generic". They exist to force the player to grind resources, which artificially extends the gameplay times, just so a dev can claim "I have a 50 hour game!". No, you don't. You have a 10 hour game which requires 40 hours of tedious crafting nonsense. You want to create a crafting system? Create Minecraft. Create Dwarf Fortress. Do something "open world" in which Crafting is the entire freakin' point of your game. Don't slap it into an RPG. I'm tired of seeing it. I'm tired of wasting my time with it. It adds nothing to your game except busywork for the sake of busywork.
The caveat being... Maybe you can do something with Crafting I've never seen before that makes it interesting and fun. I doubt you can, but maybe you will pull it off. If you think you can pull it off, then feel free. But, be prepared for me to lambast you for it if it fails utterly.
3. "Stock" Visual Encounters. No, I don't care that I can see your encounters. I'd rather they be random. Random makes it easier to grind XP/Money/Loot. Random feels more immersive. Random creates a sense of challenge in preserving your resources... It has a single downside and that is "I took one step, now I'm in a new encounter!" which is easily fixed by coding a single item in 10 seconds or by tweaking the game code to provide an absolute minimum number of steps/time before you can get a new random encounter. Visual Encounters create a ton of problems if left as "stock" and provide a ton of frustration for a player like myself. There's a reason Earthbound has the best VE system and nobody has topped it yet. Namely, nobody knows what they're doing or wants to invest the actual time involved to make a VE system good in the first place.
4. Housing that makes no sense. I'm sorry, but if you have 5 people living in this house, you need 5 beds. You also probably need 5 chairs. If you have a house with 5 people and a single bed... I'm going to think something squicky is going on here. Think about your map design when you create it. Don't break my immersion because you failed to consider realistic elements. You don't necessarily need to have a bathroom in each house (unless it's a modern setting), but I am expecting a place to sleep, a place to eat, and probably a place to prepare food. Enough beds and chairs to accommodate everyone. Your map design should have some semblance of sanity.
5. Predictable plot beats. If I figure out the "twist" of your game in the first hour of gameplay, you've got a problem. Lots of AAA games have this problem and many RPG Maker projects have this issue. If you cannot execute a twist properly, do not rely on a twist. Likewise, don't rely on a "mystery". Chances are, what I thought the solution to the mystery was is going to be a lot better than what you actually put into the game. Gears of War 3 had this issue. I had essentially "solved the mystery" of the enemies (the Locust and where they came from) when they had me go into a lab in the second game and we spent a few minutes exploring it. I thought it was cool and interesting that maybe humanity had created the "Locust" enemies during their wars as a kind of "Super Soldier" because the Fuel they were fighting over (Immulsion) was somehow toxic or radioactive or mutagenic. The stuff mutated things and made them heartier if it didn't kill them. It explained so much of the story! Then, Gears of War 3 comes around and "Immulsion" is actually some sort of free-flowing sentient thing that takes over the bodies of humans and Locust alike and is a huge threat... and the Locust are fighting us because they're desperate to escape the underground threat of the stuff... and the Locust are given no actual origin story. Yeah, my version was much better and much cooler. Especially since most of the first and second game imply that the Locust have lived on this planet since before we arrived and are essentially fighting us because we're interlopers.
My ending to the mystery was much cooler. It was more interesting. It also had a lot more explorable implications for the game world than what we got.
So, if you can't write worth a crap, avoid doing "Mystery". I'll inevitably create a better story in my head in an effort to solve your mystery than you actually created in your game.
RPG Maker Game Specific
1. Character Archetypes. Oh, I got a big burley guy, I bet he's a knight... Yep, he's a knight. Thanks. I appreciate being able to stereotype your characters and their personalities just based on their appearances. Is it too much to ask that the "pure hearted love interest for the main character" NOT be the White Mage/Dedicated Healer? Is it too much to ask that the broody goth chick stereotype NOT be the Black Mage/Wizard? Please try to do something different with the archetypes. I really would like to be surprised every now and again and meet some new people. I don't like meeting "Broody Main Character #7986760801235495876". I know this character already. Heck, if you just made him spaz out around cute animals or made it that he's "dark and broody" just because he's actually really dumb and has nothing to say and just wants to be able to participate in conversations... That'd be a welcome change! Seriously, stray from archetypes when possible. I'd like to meet new people.
2. In Media Res. There are ways to execute this well. Most amateur game devs are not capable of doing so. I don't like starting "in the middle of a mystery" or "in the middle of combat" or "in the middle of some dire situation". This tells me nothing about your game world. It tells me nothing about what is normal. It isn't exciting. It's "stock" at this point. The tell-tale sign of a lazy dev with no writing talent. Look, personally, I need some set up. I need to know the basics of your world and the set up for it. What is normal and what is not? Who am I playing as and what are they like as people? What are the challenges and the stakes involved? Give me something!
Starting me in the middle of everything with no clue on what is going on... Yeah, that's not helpful. It hurts your game.
If you want a great example of starting "In Media Res", go play some Bioshock. The original. The opening title card implies a plane crash. you swim up to the surface of the water afterwards, see wreckage of the plane with fire everywhere... and a lighthouse. You swim to the lighthouse because... well... you're in the middle of the ocean. The lighthouse has to be a good salvation for you. It's tagged with weird political slogans and banners. There's a device with a lever in it. You flip it... and underwater you go. Then, you are narrated at as you travel underwater. You are given the premise of the location, the main character involved, and then as the screen goes away... a breathtaking view of the entire world you'll be interacting with. Finally, you are dumped into the game world and immediately attacked by an unseen enemy. It destroys your means of using this same transport system to escape. Then, you hear someone on the radio and the game tells you to pick it up. You pick it up, and from there, you are introduced to the other main character and given some basic instructions "If you want to survive". From there, the game makes it your priority to "escape" this place.
That is a good "In Media Res" opening. It sets up that this place you landed in is nothing like the rest of the world you come from. It sets up that you're essentially trapped here. It sets up who is the likely villain in this place as well as who is the hero. It sets up the danger of this location quite nicely and the dire situation this location finds itself in. It sets up that you are a complete outsider here.
If you can't manage an "In Media Res" opening that establishes so much like the Bioshock opening does... Just don't do it.
Please, I need some set up. I need some reasons to actually want to interact with your world. A vague "mystery" isn't going to do it on its own.
3. Breaking the Fourth Wall. I don't care if this takes the form of jokes or what-have-you. Just... no. While I can appreciate a "comedy" style game... most people just aren't all that funny. Your breaking the fourth wall doesn't automatically make something funny. It just doesn't. You have to break it in just the right way for it to be funny.
Let's use Borderlands 2 as an example. There's an early quest to help ClapTrap (a robot that is generally the comic relief of the entire franchise). His quest is all the usual RPG tropes. Kill 80000000 of a specific enemy, travel to a fortress, etcetera. But, you turn around and notice you can smash a wall. You smash it and immediately get access to the reward. This is not funny. It feels like they're leaning too hard on the Fourth Wall here. The funny part comes in Claptrap's explanation of the reward. He tells you, "I've decided to let you use the Stash to share weapons between my minions!". He's been calling you a "Minion" all game. Then, he whispers, "Look, it's for twinking gear between all your characters". Fourth Wall broken, I laughed a little bit, and it was genuinely a little clever. A nod that says, "Yes, we know we cannot actually explain what this does in terms of the games' lore and in have it justified in canon. So, here's our flimsy justification, and then we'll just outright tell you what it's for so there's no way you don't understand". Admission they have to break the Fourth Wall, Flimsy Justification if you don't want to see it as Fourth Wall Breaking, and then they Break the Fourth Wall to provide the explanation of the Game Mechanic to you.
There are other ways to do this, but this is the most notable example of me and a dev "pulling it off".
Generally, though, I do prefer the Devs try to craft as much immersion as absolutely possible. Breaking the Fourth Wall is often used as a way to make a "cheap joke". They, generally, aren't that funny. Generally, you're breaking immersion to land a bad joke.
4. Easy Games. I play so many RPG's that are just too easy. They look complicated. They sound complicated. They sound difficult. Then, I discover that the thing I do in every RPG I ever play... breaks the game and renders it pointlessly easy. I'm not looking for "Dark Souls" level of difficulty here. I just want to have to employ some strategy or tactics. I just want to not be able to rely on my stats to win. I want something that feels a little cerebral. Or, at the very least, like you've got some interesting gimmicks on your enemies and bosses that change the way I have to play the game. Likewise, if I never feel in danger of a "Game Over", I tend to lose interest in the game. Winning becomes a "foregone conclusion". I need only spend the time to win. I don't need to be smart about it, just persistent.
If "persistence" (also known as "Time") is all I need to complete your game... Then I don't care. I work a real job. I have bills to pay, social obligations, and chores to do in my own home. I do not have a lot of "Time" to play video games. So, when I do play, I want my skill to be the reason I can progress quickly or the reason I am progressing slowly. I don't want the reason I'm spending 50 hours to complete your game to be "I had to take some time to level up since I was losing a lot". This is boring. I also don't want to blast through your game in 20 hours because "I overleveled and the game was easy with enough stat points".
I work a job. Do you know what that's like? Nearly no recognition. Nearly no time to shine. No acknowledgement of your skills that you've developed or how clever you've gotten at doing your job. You likewise aren't like to get promotions or more pay for this.
So, when I play a video game, that's what I'm seeking. I'm seeking personal validation. Not from others, but from myself. I want to win because I felt like I was being clever. I want to win because I feel like I've mastered the mechanics. I want to be able to tell myself at the end, "I did as well as I did because of the person I am."
I do not want to think to myself at the end of your game, "I completed it because the dev was terrible at creating and preserving challenge and anyone with enough time can win this thing."
I beat Zelda 2. On the NES. No save state emulation. On the original console, no cheats. Over 1000 continues to win that game. A game that frustrated me and annoyed me to no end. A game I will never play again. Not ever. I did my time. But, you know what? Beating that game was more satisfying to me than beating Chrono Trigger. I put a lot of effort and skill into my 1000 continues. I put nothing into beating Chrono Trigger.
5. Quests that serve no purpose. Too many devs design quests "backwards" on these forums. It's quite annoying. I rather hate engaging with them as a result. What do I mean by "backwards"?
The dev has a piece of loot they want to give the player. How do they give it to them? Well, it's powerful enough that they should really give it in a quest. What kind of quest should they make? Well, it's very powerful, so it's gotta be a long quest that is somehow equivalent to the piece of loot to be given. Maybe a quest to kill the boss of this optional dungeon? Sure, sounds good. Why would the NPC who gives this quest want the player to go into this dungeon? Um... Oh, maybe he was treasure hunting there and his friend got killed by the boss monster! Yeah! Let me write out the dialogue for this NPC now to deliver the quest...
Backwards. So much backwards.
Here's how it looks as a player:
Talk to the NPC, oh their friend died, and this boss monster is powerful. Do I know anything about it? No. NPC says nothing about it. Anyone else say anything about this monster? No. Any books or Lore in town about it? No. Okay, so it must just be a straight fight of some kind. Okay. Go into the dungeon... Wow, there are a lot of Treasure Chests here that aren't open with loot in them. Didn't that NPC say they were Treasure Hunting? Must not be very good at their jobs... Oh, save point here, must be the Boss Room next. Enter the boss room and no corpse, no blood, no bones... Where's the body of the NPC's dead friend? He didn't say he left the body behind, but didn't say he drug the guy back to town either... Oh, boss fight. Okay, time to kill it. Wow, this boss has a wind-up attack that inflicts every status ailment in the game on my entire party? How was I supposed to know that would happen? This fight is rough! Okay, I beat the boss monster. He's got a treasure chest in here. What's in it? The Infinity +1 Sword? Why was the monster guarding this? I guess just because the dev wanted me to get it by beating this monster? Oh, Quest Journal updated and told me the quest was complete. So... I don't need to tell the Treasure Hunter that I avenged his friend? Or hand over the Treasure to him as compensation for his friend dying and maybe a memento or something? Oh, okay.
Don't design your quests backwards. Seriously.
Here's how you design a Quest:
-I have a story I want to tell the player. Let me construct the entire story for the player to interact with and get engaged with.
-Here's all the ways the player can solve the Quest.
-Here's how the story is moved forward or what the player should be experiencing as a result of finishing this story.
-Oh, I should give the player some loot appropriate to completing this Quest. It's pretty straightforward... so... Maybe some money and a moderately powerful unique piece of equipment? Let me go design that piece of equipment and tweak it until it falls in line with the challenge presented here.
Boom, done.
Do you know why Fetch Quests exist? Because people design quests backwards. Same reason why Kill Quests exist. Same reason why "Gather Monster Drop" Quests exist. Escort Quests? Same reason. These hated tropes exist because devs are designing quests backwards.
If you don't have a story you want to tell your players, you don't have a Quest. If the quest doesn't interact with the world at large or hold a place in it, you don't have a quest. What you have, instead, is a "Loot Delivery System". Which, you know... you can save a lot of time by just putting this crap in chests without a Quest associated with it.
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Okay, that's really long. It's what I have for now. Rant over.