So how will MV's capabilities affect Game Design?

GrandmaDeb

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I was thinking about the basics of map design, and realized that setting up little challenging maneuvers (like hopping rocks or side-stepping impassible plants) completly change their relevance when you can tap your screen and automatically travel.


Plus, I am just about drooling over the weapons upgrading system! Common events from the menu??? It is going to be a sea change!! (i.e. a profound transformation.)
 

Galenmereth

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I think the important thing to remember is that not every game fits on mobile. If you want to make a game that requires platforming and button-based input, it might not be the best fit for releasing it on mobile devices. Or if you do you might have to consider doing one of those virtual controller overlays many mobile games do, where you have a virtual d-pad and buttons on the screen somewhere. I'm sure someone will make a plugin for that :)

I know the general thought seems to be that getting your game on as many different platforms as possible is the best, but it really does depend on your gameplay. But for most RPG's with turn-based combat mobile is a very good fit. Just make sure you let people save often ;)
 
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Candacis

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I think, it is a very interesting question and I can imagine, that playstyles on pc or mobile are vastly different. Some games that might work well on pc, might not be suitable for mobile and vice versa. For instance, playsessions on mobile devices tend to be shorter, because you have to keep in mind, that mobile means exactly that - on the go, while people are traveling around or are waiting for someone/something. And those playsessions can be interrupted abruptly. So, a long dungeon without the means to take a break from it, might not work for a mobile game. An option to save every time you want, might be better for mobile games.
 

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