Things you Personally don't put/want in your game

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ArcaneEli

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For some reason I've noticed that almost every single house/castle NEVER has a Window or lights... Like there is windows on the outside sometimes. But on the inside I never put windows or Sunlight beams. (idk how to even go about finding that...)

Non-Linear progression. I like telling my people where to go and they can very seldomly go away from the path to go into another town/dungeon etc...

Equipment Diversity. It's just you buy equips from one town, maybe find some cool stuff in a dungeon. Go to next town and replace all of it.
 
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Aleks

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Is there a question? Or do you want us to share something?

:sorry, I am confused. :(
 

ArcaneEli

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A little of both. I wanted to share a bit of stuff I don't put in my games for some reason.

And I wanted to know what stuff others don't put in their games because they forget/overlook/too time consuming.
 

Yui

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For some reason I've noticed that almost every single house/castle NEVER has a Window or lights... Like there is windows on the outside sometimes. But on the inside I never put windows or Sunlight beams. (idk how to even go about finding that...)

Non-Linear progression. I like telling my people where to go and they can very seldomly go away from the path to go into another town/dungeon etc...

Equipment Diversity. It's just you buy equips from one town, maybe find some cool stuff in a dungeon. Go to next town and replace all of it.
I was expecting something more intense, well the first point is a bit obvious, most people do not want to waste an extra day or 2 on a simple house that can be skipped all together. Creating a light source, or just adding shading to the tiles, in most engines is a very irritating and time consuming effort, and there is no real need to do this for parts of the game that have little to no impact. NOW if your game had those simple homes be important, and the basis of gameplay for some reason then maybe you should look into dedicating the effort to making them perfect.

I don't really understand point two? I know a lot of games that are in either category, Skyrim for an example of non-linear, and Neptunia for an example of linear. Both are very amazing games, both are successful, I think this only depends on the world YOU yourself are trying to build.

my response to this is, Haven't you ever played Atelier, Agarest, Neptunia, or any ofthe like? You pretty much have to build your own things, but if that's not what you mean, then again its all about what the creator wants for their game, you're not really restricted, but you should try to at least try to fit into your own them for example if you have a very serious historical drama, based on real events, I wouldn't give the player a Gundam to fight off the mongol invaders.... stuff like that

-hopefully this was in line with what you wanted as a response

_____________________

edit: AHH thats not what you meant EHHH

for me, high fantasy... I just don't like it, or well any medieval type thing, I hate Knights, King Authur (I like saber tho) and all of that.... I understand why others like it, but its just not my thing!
 
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Kes

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I was expecting something more intense, well the first point is a bit obvious, most people do not want to waste an extra day or 2 on a simple house that can be skipped all together. Creating a light source, or just adding shading to the tiles, in most engines is a very irritating and time consuming effort, and there is no real need to do this for parts of the game that have little to no impact. NOW if your game had those simple homes be important, and the basis of gameplay for some reason then maybe you should look into dedicating the effort to making them perfect.
I disagree.  To do that does not take long, certainly nowhere near the amount of time you suggest, and adds enormously to the polished feel of a game.  For the windows, simply put an appropriately lit window on your tile sheet.  One minute.  Apply to your game, 20 seconds.

To the OP, if you want some, look for Mack's original tile set.  You'll find a few there.

Things I never put in my games

  • Mini-games that require fast reflex times to complete.
  • Healers that can only heal and are fragile little things.  Why the convention that healers should have dreadful defence and lousy HP stat?
  • TP  that resets at the beginning of every battle.  What is the point of giving the player skills which they can never use until they've spammed attack several times or had all hell beaten out of them so that they can gain some TP?
  • Cute.  I just don't do cute.
 

Yui

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I disagree.  To do that does not take long, certainly nowhere near the amount of time you suggest, and adds enormously to the polished feel of a game.  For the windows, simply put an appropriately lit window on your tile sheet.  One minute.  Apply to your game, 20 seconds.

To the OP, if you want some, look for Mack's original tile set.  You'll find a few there.

Things I never put in my games

  • Mini-games that require fast reflex times to complete.
  • Healers that can only heal and are fragile little things.  Why the convention that healers should have dreadful defence and lousy HP stat?
  • TP  that resets at the beginning of every battle.  What is the point of giving the player skills which they can never use until they've spammed attack several times or had all hell beaten out of them so that they can gain some TP?
  • Cute.  I just don't do cute.
I haven't tried it in rpg maker yet, but I know in *coughunitycough* since it doesn't have native 2d support, and even less lighting/shadowing opitions for the free version, its pretty frustrating trying to make something that looks decent without being a master background artist... which sadly I'm not QQ

But you give me hope! RPG Maker best engine confirmed

edit: OH I wasn't just referring to a shiny window, but the shadow effect in the room along with lighting effects from the light coming in through the window, for example if you wanted a more "organic" room, You would add the window, have the room faded, add a light source behind the window, and light the room via that, to give the feeling that the sun is what is lighting the room. This was what I was thinking of when I responded, I should've been more clear sorry!
 
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The Mighty Palm

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I never do memes or dated references. Although i always try ro make my generic items description have humor. Potions, Antidotes, etc.

And never ever ever will I have a "king". I always try to be more varied in my wolrd leaders names. Duke, Tsar, Sultan, Doge, Pontifex, etc
 

Matseb2611

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Cute.  I just don't do cute.
That was funny and I totally agree. Not a fan of cutesy things in games either.

Things I don't put in my games... hmm...

- Typical medieval fantasy settings with big kingdoms ruled by kings and queens. This stuff has been done way too much.

- Dragons. I almost never put them. They're overused and there are plenty of other fantasy creatures that deserve some attention.

- Button combos for skills. Not a fan of them in games, so I never put them into my own.

- Use of guns in a medieval fantasy setting, and use of swords in a futuristic setting.

- Parallax maps. Too time-consuming. I prefer to edit the tilesheets.

- The world map to move between locations. I don't like the look of it.
 
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Razelle

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This is a fun topic. I can only think of a few things, but they are very important to me moving forward:

- I'll never use random battles as an encounter system. I personally don't mind them one bit, but by setting encounters manually, you have better balance control as a dev.

- My events will never be completely still for all or even most cutscenes. Even without complex animations, no one's going to stand still all the time. If early RPG games could create animated characters with just their walk animation, so can you, or me.

- No unskippable tutorials. No tutorials at all can also be bad especially with new mechanics, but at least they'll be optional.

- No quests involving hunting for 10+ of some hard to find item. It's cool when they're very common drops specifically for the quest, but I avoid the useless quest item grind in other people's games; why would I add them in my own?
 

cabfe

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It's not that easy to find what you don't do, but here's my list of "no no" thingies:

- No battles, because after all those years of gaming, I'm getting tired of killing :) . Nah, I don't mind that in other people's games. It's just not my favorite thing to do.

- No chibis, because they look cute and my stories are darker than cute.

- No QTE, because it's annoying. I want to enjoy a cutscene. Sit back and relax once in a while. Not be stressed all the time.

- No timed events, because I want to be able to play at my pace. That goes in pair with:

- No save points, because, well, same reason.

- No swearing, because I believe I can convey the right impression about a character without resorting to this kind of words. It's more of a personal challenge than an idealogical point of view, anyway.
 

Matseb2611

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No quests involving hunting for 10+ of some hard to find item. It's cool when they're very common drops specifically for the quest, but I avoid the useless quest item grind in other people's games; why would I add them in my own?
Agreed. I too don't like quests like that. The most I've ever done is asked the player to find 3 rare gems to be able to craft a rare weapon (and there were 5 such gems in the game in total, so not all were needed to be found).

No timed events, because I want to be able to play at my pace.
That's another one I forgot to add to my list. I dislike time limits of any kind, unless the time is on my side (e.g. survive for 5 minutes and so on).
 
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bgillisp

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-Level scaling of the enemies, because I find the idea of it dumb. Why should I never be allowed to become so powerful that I curb stomp all in my path?

-I avoid QTE's like the plague. None of those going into my game

-I also try to limit or give alternate ways to solve the "Find x of an item" quest. For example. in Chapter 2 of my game, the party needs disguises to get past the gate gates without a fight. So  you can find 5 uniforms, or you can sneak in via a hidden (and forgotten) underground route, or you can just charge in and fight the guards (hard, but doable). Plus, I put more than 5 of these disguises on the map (I counted 8 total last time I looked), and if you just listen to where your party tells you to go you will find them pretty easily.
 

Archeia

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- I don't do serious brown games since they bore me to death. I won't touch futuristic settings within a 10 feet pole if I can help it.

- Linear games without any consequences for your actions are just not my thing anymore.

- I hate Level Scaling with enemies like FF8. I like it when a game makes me feel like I deserved that for playing their game.

- Level Up is something I completely obliterated from my later games (unless it's a collab)
 
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Miss Nile

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  1. Parallax maps. While they might look better, they really are quite time-consuming, and one can create just as beautiful maps using the editor really.

Random encounter system. This one just gets on my nerves. :3
No futuristic setting. Not making them, and usually not playing them either. I dislike the look of the tilesets usually, and futuristic games just shouldn't be made as RPGs. :v
No stereotypical characters. I would hate it if my party is composed of the shy healer girl and the brave swords guy. XD
No boring NPCs. I do my best to give my NPCs personalities and have them say something different each time you talk to them as much as possible.
World map. :3
 

Vox Novus

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-Save Points unless the game is specifically designed to balance out the use of them.

-Purchasable MP restoring items. I don't like this at all because it just encourages the player to spam whatever skills are best and seems to diminish strategy over all. I also want the player to feel like they are in a bind at times.

-Excessive Language; I'm not saying a swear word or two might pop-up every now and then but I want it to be in a moment where a character is really angry and loses their composure, otherwise they end up sounding like some punk kid or comedy/stereotype.

-No Customization; If I'm making an rpg I want the player to have some sort of customization for their characters whether that is choosing which skills to learn or having to pick from different weapon types. An rpg where I learn all skills by level up and just equip the best gear at every new town isn't all that good at getting the player into the gameplay.

-Escape Failure; This could be something I might use eventually if given the right context but normally I find it makes things smoother to just let the player escape when they want to. If they run from battles they don't get the exp, items or gold so there is still a trade-off to it and it lets an over-powered party not become more over-powered or the player frustrated.

-I don't use parallax maps because I haven't gotten into that yet.

-Personality stereotypes; This is something I try to avoid unless I feel the character with this type of personality makes sense. At the least I definitely don't go down a list and check to see if I have my brooding swordsman, my aged general, my all-powerful mage, my annoying bubbly young girl and joke making womanizer in there.
 

Matseb2611

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and futuristic games just shouldn't be made as RPGs.
I am very curious to know why you think so. I personally would love to see more sci-fi RPGs than sci-fi shooters and sci-fi space games. I know many people would agree with me here, but I am curious to know why you think RPG formula is unsuitable for futuristic/sci-fi theme.
 

hian

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Healers that can only heal and are fragile little things.  Why the convention that healers should have dreadful defence and lousy HP stat?
There are very specific balancing and functionality reasons for this.

Usually, the healer is there to facilitate the survival of your party I.E major damage dealers.

If the healer is essentially capable of taking a lot of punishment without going down, your party has little to no weak point, as the healer can just keep on healing your party ad infinitum.

The weak healer convention is there, because it's suppose to provide a specific entry level for attacks, and has been common in RPGs since the table-top era.

Take down the healer, take down the party. This kind of strategical set-up for games have been the norm since the invention of chess.

The reason the healer is weak, is the same reason the attack mages are weak. The attack mages/wizards/witches etc. deal

a lot of damage in one go, and can usually do so from a distance, and as such, you balance that out by lowering defense etc.

so that they'll die quickly if a melee character manages to catch up to them.

It's also tied together with the story-telling/social conventions, where essentially magic users are the "nerd" of the fantasy universe,

and as such, are physically less fit than the warriors who would be the "jocks" of the fantasy universe.

Anyway, you could of course make a self-sufficent party members, all/several with some healing capabilities, but the general issue with this is that it is a much more extensive job to balance out, and therefore costs developement time/resources that could all have been avoided simply by having a dedicated healer.

Point in case, as much as I love FF7/8 for their settings, scores, nostalgia factor, and game-play - the balancing of both of those

games is entirely messed up, due to the scope of those systems.

The completely open ended and diverse character development schemes of both those games means

that you can break them both all day in more ways than I care to contemplate.

One might argue that this is a good thing because it allows for players to choose their own play-style, but I would also argue

that it ruins the meaning of those choices, since you'll still be able to run through these games like a breeze regardless of what

style you choose, unless you're severely under-leveled. At that point, you might ask what meaningful difference there is

between having one healer, or an entire party of them.

At least the traditional system incentivize strategical play. The other one is just arbitrary for the most part.

- I hate Level Scaling with enemies like FF8. I like it when a game makes me feel like I deserved that for playing their game.
I don't like scaling either, but I fail to see why everyone bring up FF8 in this regard, seeing as the scaling in 8 was

next to non-existent (it was something they toted more as a gimmick to sell the game, than an actual game-play element).

Hit level 45 etc. and go back to Balamb, and you'll one-shot all the enemies there just as in any other FF game, or other Jrpgs.

I would argue though, that scaling could be useful for boss-encounters etc. as certain encounters are

there to provide challenge in the game-play, which is efficiently ruined if you're over-levelled.

That being said, scaling of regular enemies is problematic if your game has back-tracking, or exploration set in already

covered ground, since it forces the player to waste tons of time fighting mobs in areas they've already probably grown tired of.

Anyway, these are things I don't include in my games -

- Silent protagonists

- Straight up high fantasy

- Skill systems that do not allow for player input/choice

- large amounts of equipment slots (is hell to balance out)

- perfect societies (real societies have organized crime, prostitution, thugs/delinquents, broken infrastructure, drunks,

womanizers, insane people, biggots and broken dreams, and so these elements will be present in the stories I tell)

- item farming/item creation (just because I personally hate those kind of games, and consider games centered around

this kind of game-play the game-equivalent of crack)

- stories that try way too hard not to be "stereotypical" and just end up being contrived, unnatural and embarrassing to watch

(like writing an "empowered female protagonist", that essentially just ends up being an exaggerated copy of any male

power fantasy toting forced one-liners reminding the audience over and over again that she is, indeed, and empowered

female character. This is tokenism, and insults the intelligence of anyone who knows anything about what constitutes

good creative writing.)

Everything else is pretty much on the table, as long as it's done well, in my opinion.
 
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Matseb2611

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I'd say a good alternative to a weak/low Def healer is a slow healer, one who would often take their turn after everyone else. You're right though. They must have some major weakness to keep the battles balanced, since healing is arguably the most useful role in the party.
 
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