Open World

Wendell

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Hello, I want to start a discussion here. I hope we can share lots and lots of thoughts about this.


What are your thoughts about an "open world" game made with RPG Maker? (regardless of RM version or game's theme)


Please, consider this Wikipedia's definition of Open World game:


" Open world, roam, or sandbox are terms for video games where a player can move freely through a virtual world and is given considerable freedom in regards to how or when to approach particular objectives, as opposed to other video games that have a more linear structure to their gameplay. "


Let me add a few topics about this:


- It is possible to make a good game, considering all the limitations the tool has?


- How would you do it to make the player feel that he/she is playing an open world game?


- Any scripts you consider to be essential?


- Do you think the theme (medieval, modern, futuristic, apocalyptic) will interfere on how the game will flow?
 

Noobk

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I will lead with I am very pro open world, and whether it's done in RM or other software, it's a lot of work.


It is very possible to make a good open world game using RM, the time just needs to be put into details as with anything else. I think a better question though is, do you make a legit "world," or go the "here is area of a world, have fun" approach. You will be making a looooooot of switches though either way!  B)
 

Engr. Adiktuzmiko

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1) Yes, as long as you put effort on it


2) Just follow the definition of Open World.. Give players a lot to do aside from doing the main storyline (side quests, other jobs etc)


3) I don't really think any script is essential, it just depends on what you want to have in your game. You can make a full open world game without any custom script.


4) No
 

Ashouse

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I'm not so pro open world, but would love to see it done in a maker game. If you could figure out how to make some procedurally generated content it might add a lot to the concept.
 

watermark

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You know. This could so be a forum event. We all know it's an insane amount of work to make an open world game, why not have everyone pitch in a little bit? The mods could run it, and we could base it on Arum or something.  :D
 

Sanct

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It doesn't matter what you're using, the thing that matters is having a team for this sort of thing, and there needs to be really good communication between team members. Since open world games need to have side quests, secrets etc, you should even have a team member who deals with the flow of the game (probably more). Open world games are huge and even the main story needs to have multiple ways to approach it, otherwise it kinda loses the point of being open world and you might as well just not make it open world.


Another big thing is lots of motivation, because working on an open world game is a really long process and you have to pretty much plan everything in advance.


Now, I mean, if you really want to make an open world game, you should gather a team of at least like 5 people (bare minimum, also I'm pretty much just pulling that number out of thin air, you'll most likely need more than that, this is in case you're not doing original art and music) who are very motivated and you also need to be motivated to finish it.
 

Vox Novus

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I don't see any limitations of the engine that should actually effect whether you could make a sandbox game or not. Its all on how you design it.


Considerable freedom with exploration in the game's world as opposed to strict linear progression, meaningful, varied and a multitude of choices; let the player approach things their way. This means to combat to if its a game with that.


I don't really see any scripts that would be essential to this either, seems like you could do it with all basic stuff you can do with the maker and a lot of effort and dedication.


That's probably the biggest hurdle. As for scripts that might be useful...Some sort of auto-save feature maybe or a good mouse script (if not using MV)?
 

kovak

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top down zelda games were mostly open world, i think that this example solves the issue :V
 

Basileus

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I think a smaller-scale Open World RPG is quite possible in RPG Maker. A Skyrim-sized game could also be done, but would need quite a lot more work. You could probably re-create Skyrim itself actually; you may need to replace the Action Combat System with Turn-Based Combat but the funny thing about Skyrim is that the vast majority of the game is actually very simple - just replicate the world map and towns, NPC placement, and simplified dungeon layouts and you're basically there. The actual quests in Skyrim are very simplistic and the dungeon traps can all be replicated more or less, so only a few story cutscenes and stuff would really present a challenge. If you are willing to scale back your project then a smaller version of Skyrim is very possible.


I'd focus on 3 things:


Open Maps - The key to the Open World RPG is that it is possible to go anywhere right from the start. This is actually very easy to do since gating the player's movement in a logical manner can actually be a lot harder than just making a world map and letting the player walk wherever they want. The only reason most old school RPGs aren't considered Open World is because they try to gate the player from accessing areas with more and more powerful monsters. But if you implement combat through Events, then you can easily add in level scaling by determining the enemy comp after checking the player's level. As long as all areas of the game can be reached, then the player can go to any town they please and take whatever quests they want hassle-free.


Dungeon Layouts - An Open World RPG is going to need a lot of smaller dungeons instead of a few massive ones. Additionally, your dungeons should avoid puzzles that require specific items unless said items are found within the dungeon itself to make sure that the player can complete it no matter when the player stumbles across it. Just place them with some logical consistency with your over-world (i.e. abandoned mines should be in mountains and preferably outside mining towns or ghost towns, wave caves should be by lakes and seas, etc.) and focus more on simple puzzles and generic mechanics like block puzzles, statue puzzles, boulder puzzles, and tile puzzles. Keys and stuff are fine as long as they are provided within the dungeon or by the quest giver(s) that send you there.


Quests - The most critical factor of all. Having a big open map and lots of dungeons means nothing if there are no quests to give the player a sense that there is actually a purpose to doing things in those places. Try to give every town/city/castle area its own quest line to make each region feel a bit unique. It doesn't have to be long, it just needs to provide some nice story that builds up that area's history and people, like a super-religious town with lots of churches having problems with vampires or necromancers due to generations of persecution, or a small town being taxed to death by a monstrous lord in a nearby castle. Factions are another good idea as they can have greater or smaller presence in different areas and give a sense of regional politics by having their plot-lines crisscrossing all over the place. The important thing is to make ALL of the early quests in EVERY plot-line relatively easy and ramp up the difficulty as the plot advances to ensure that the player can start the quest line no matter what level they start at while having challenges in later missions to encourage them to try other quest lines or explore randomly and come back stronger later. If you'd like, having infinite side-quests is possible through the use of Common Events and lots of switches. They will probably be a bit generic but you can easily set up each quest giver to have personalized dialogue for all of your quest types so this shouldn't be too much of a problem.


Focus more on freedom and less on size and you can easily make a fun Open World type game if you want to.
 

Milennin

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I've never played an open world game made in RPG Maker that was actually fun, so I don't know... from what I've seen, they tend to be boring and lack any kind of hook that makes me want to keep playing. Basically, my main gripe is that the combat in these games is very simplistic because it's much more numbers/levels based, rather than requiring the player to use skills or strategy.to beat stuff.


Outside of combat, it's just wandering around until you get to a town, talk to ALL the people, do a few quests (kill x of that, collect x of this) and move on. In the wild, you're running into encounters every few steps, you gather a bunch of items that clog the inventory but that you'll need if you ever want to access the cooking, crafting and alchemy system that all of these games have. You move once in the wrong direction and get sent into an encounter that murders your guy in one hit and you get sent back to the latest save point 30+ minutes ago, wasting all the progress you'd made.
 

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