What would you like to see in RPG Maker Games?

Corrupted Ralph

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There is another post about what you don't like to see in RPG Maker Games (What are you tired of seeing in RPG Maker Games) this thread will be the inverse. What are you dying to see in a RPG Maker game? What is something that most RPG Maker games are missing or need? Share your thoughts here :D


I think that RPG Maker games don't have enough experimentation. For example... if you have a crafting system you're most likely to have Crafting appear in the Menu screen. This is just over used and can grow to be annoying. What if you were to find ingredients around the world and have to find a artisan to make it for you? Maybe you have to use an anvil to be able to craft weapons and armor... although these are less over-used they still are quite boring. Just a bit of thinking can go a long way. Experiment and try new crazy ideas to see if they add to your game, or drag it down.
 
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Matseb2611

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- Settings other than medieval epic fantasy


- Non-human protagonists, especially if said protagonist is the leading hero (party leader).


- Non-standard level up systems. EXP points and generic level ups are overused.


- Interesting sidequests that expand the lore of the game's world rather than just asking the player to kill monster X or to find item Y.


- Anything else that challenges the status quo of RM games.
 

Azurecyan

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I agree with experimentation. Perhaps something I'd like to see in RPG Maker games is variety in skills and their effects. Rather than simply having a Fire spell, and a Fire 2 spell which outnumbers it by damage output, why not have different effects and different names(don't have to, but it'd be great) for them? In my game, I have a few fire spells in my current project but each one serves it's purpose in battle, for example the simple fire spell(Fire Burst) does fire damage, but also has a chance to burn the enemy. The second fire spell learned does fire damage, BUT if the enemy has the burn status, then it deals 1.5x~2x more damage.
I just think skills and spells should have more variety and maybe build on top of each other, that way each skill has its use.
 
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I would like to see games with elements that the creator enjoys in the games they like. Elements that some consider "cliched" are often far more enjoyable when well-executed than "unique" ideas done for the sake of being unique (or just blatantly ripping off "unique" ideas from other games).
 

Makio-Kuta

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I would like to see more diversity and variety in the cast. Especially the protagonists. I want to see more characters with visual flaws too. And older characters!! As the leads!!
 
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*flourishes proudly* My main character Alto ages as time passes in each game.

AltoFace.png
 

Warpmind

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A cleverly designed combat system where, if you're boring, you can spam Attack for ten rounds, or you can spend two rounds on setting up the opposition and the third delivering the finishing blow.
Basically, taking the time to set up states, buffs and debuffs, to get the maximum out of the one attack you make being more efficient - and requiring a little bit of tactical planning and observation - than just spamming the Attack button.
 

Corrupted Ralph

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@Matseb2611

- Settings other than medieval epic fantasy


- Non-human protagonists, especially if said protagonist is the leading hero (party leader).


- Non-standard level up systems. EXP points and generic level ups are overused.


- Interesting sidequests that expand the lore of the game's world rather than just asking the player to kill monster X or to find item Y.


- Anything else that challenges the status quo of RM games.


Ahh, interesting ideas! I heavily agree with the EXP system being overused.


@Azurecyan

I agree with experimentation. Perhaps something I'd like to see in RPG Maker games is variety in skills and their effects. Rather than simply having a Fire spell, and a Fire 2 spell which outnumbers it by damage output, why not have different effects and different names(don't have to, but it'd be great) for them? In my game, I have a few fire spells in my current project but each one serves it's purpose in battle, for example the simple fire spell(Fire Burst) does fire damage, but also has a chance to burn the enemy. The second fire spell learned does fire damage, BUT if the enemy has the burn status, then it deals 1.5x~2x more damage.
I just think skills and spells should have more variety and maybe build on top of each other, that way each skill has its use.


Spells are an area that requires a lot of attention for making a game stand out from others. Undertale is a perfect example of using something we would call a "spell" in a very unique way.


@lilyWhite

I would like to see games with elements that the creator enjoys in the games they like. Elements that some consider "cliched" are often far more enjoyable when well-executed than "unique" ideas done for the sake of being unique (or just blatantly ripping off "unique" ideas from other games).


such as Fae and Fel? I know those are not overused one bit, and they could also be considered energies... so they could also be considered an element.


@Makio-Kuta

I would like to see more diversity and variety in the cast. Especially the protagonists. I want to see more characters with visual flaws too. And older characters!! As the leads!!


I have never thought of an older character. Yes.. that does seem to be an interesting idea.


@Little Adventurer

*flourishes proudly* My main character Alto ages as time passes in each game.


View attachment 33534


Aheh.. Shouldn't his hair get longer as time goes on?


@Warpmind

A cleverly designed combat system where, if you're boring, you can spam Attack for ten rounds, or you can spend two rounds on setting up the opposition and the third delivering the finishing blow.
Basically, taking the time to set up states, buffs and debuffs, to get the maximum out of the one attack you make being more efficient - and requiring a little bit of tactical planning and observation - than just spamming the Attack button.


Yes, this is another area where you need to try experimentation. Throw some crazy combat ideas out there and see if they work. If they do then use them. If they don't work then ditch them.


Thank you all for suggesting ideas, I'm exited to hear more.
 
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Why should he change his hair? He could just keep it to that style because he likes the look. Though I should add some wrinkles to the last one.
 

Corrupted Ralph

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Why should he change his hair? He could just keep it to that style because he likes the look. Though I should add some wrinkles to the last one.
True, at the time I don't think I was thinking of haircuts... I was thinking of a more natural transaction... his clothing would be worn down, no? Unless he is buying new clothing every few years they would gain some dust and some rips... maybe not though.


I do like your character and how he changes throughout the game though. Not many games do that.
 

Henryetha

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- randomness; never do/receive/experience the same thing again.


- limitless; like endless dungeons, randomly generated and endless increasing difficulty (also no limit on improve your characters); maybe with some math formular


- goals/some motivation for making use of the mentioned above (online ranking or sth like that)
 

Corrupted Ralph

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- randomness; never do/receive/experience the same thing again.


- limitless; like endless dungeons, randomly generated and endless increasing difficulty (also no limit on improve your characters); maybe with some math formular


- goals/some motivation for making use of the mentioned above (online ranking or sth like that)
Good Idea!


You would be able to set endless levels with Yanfly <3 and you could get a Mob Level plugin... Yanfly <3 and set it up that way... Using a **** tooon of javascript and buying a server (like $30/mo for something like this) to hold the variables... yeah. You could easily set up an endless game with variables. :) GUD IDERE!


Randomness could be amazing, but a completely random game can and probably will break the game.. ;(
 
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such as Fae and Fel? I know those are not overused one bit, and they could also be considered energies... so they could also be considered an element.


No, gameplay mechanics. Things in the game. People should make a game with things they want to have in the game they make. If someone enjoys a certain type of gameplay mechanic, they'll be more likely to implement it in a way that's interesting and fun, regardless of how many should or shouldn't lists said gameplay mechanics are on.


(Also, Undertale's negotiation system is ripped-off from the Shin Megami Tensei series.)
 

Nuxill

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I would like to see more diversity and variety in the cast. Especially the protagonists. I want to see more characters with visual flaws too. And older characters!! As the leads!!
AGREED! More diversity! Not just fantasy species! Old people! Characters who are fat and aren't a joke! Characters on the LGBT spectrum! 


Also I mentioned it in the other thread, but I'd love to see more modern day fantasy games. I loved the setting of Earthbound and I'd love some more stuff like that. I'm also a sucker for games that are lighthearted at the beginning that later delve into slightly darker themes, and are ultimately positive and uplifting in their messages and endings.  
 

Henryetha

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Good Idea!


You would be able to set endless levels with Yanfly <3 and you could get a Mob Level plugin... Yanfly <3 and set it up that way... Using a **** tooon of javascript and buying a server (like $30/mo for something like this) to hold the variables... yeah. You could easily set up an endless game with variables. :) GUD IDERE!


Randomness could be amazing, but a completely random game can and probably will break the game.. ;(
Randomness to an extend. At least the random map generation, and some stats on weapons etc could be random within a range ^^ random affixes, but the possibility to improve the equip endlessly, maybe like in a clicker game (where you spend every time more when you upgrade).


It should give the feel, that there's no limit in character development, but randomness itself should make the game overall more exciting (like.. a weapon can have between 50 and 100 atk, so you hope to find one which roll over 90 at least)
 

trouble time

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*flourishes proudly* My main character Alto ages as time passes in each game.


View attachment 33534
I think you mean gets sexier in each game, that moustache is beautiful.


Things I like to see in RPG Games are things I put in my own games, only one I'm actively working on now.


1. More diverse cast -hypocritical of me cause my current game is all women. I can't say I'm tired of the way casts are generally put together, but I do like seeing many different characters. A general rule of thumb with overall design is that if you can't tell the characters apart from a distance by their shilouette then two characters are too similar to one another. If it's not obvious from the above sentance I don't just mean diversity in all that social stuff but also in character design and though I didn't say it earlier I also mean in combat role. I like every character to have a very unique identity to them of course including many different races helps. I find the longer the game is the more important this is as well, since interesting characters make you want to see more of them and that can drive you though a game


2.More complex combat systems- I'm not too thrilled by games that can be won by spamming attack, there's not too much I can say here without going into too much detail but in my favorite systems there tends to be more strategy than using debuffs to enable more damage like "if I use this skill then this skill I'll deal double damage on the second one". If you have that kind of choice then there needs to be situations where playing the first skill is either too slow or just a bad idea.
 

Corrupted Ralph

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No, gameplay mechanics. Things in the game. People should make a game with things they want to have in the game they make. If someone enjoys a certain type of gameplay mechanic, they'll be more likely to implement it in a way that's interesting and fun, regardless of how many should or shouldn't lists said gameplay mechanics are on.


(Also, Undertale's negotiation system is ripped-off from the Shin Megami Tensei series.)
Ahh, I am starting to understand what you mean more. I did not know it was a ripoff though... I will have to check out that game series in my free time.
 
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Azurecyan

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1. More diverse cast -hypocritical of me cause my current game is all women. I can't say I'm tired of the way casts are generally put together, but I do like seeing many different characters. A general rule of thumb with overall design is that if you can't tell the characters apart from a distance by their shilouette then two characters are too similar to one another. If it's not obvious from the above sentance I don't just mean diversity in all that social stuff but also in character design and though I didn't say it earlier I also mean in combat role. I like every character to have a very unique identity to them of course including many different races helps. I find the longer the game is the more important this is as well, since interesting characters make you want to see more of them and that can drive you though a game


2.More complex combat systems- I'm not too thrilled by games that can be won by spamming attack, there's not too much I can say here without going into too much detail but in my favorite systems there tends to be more strategy than using debuffs to enable more damage like "if I use this skill then this skill I'll deal double damage on the second one". If you have that kind of choice then there needs to be situations where playing the first skill is either too slow or just a bad idea.
I think more complex battle systems are something I'd like to see as well. Spamming attack gets real boring after awhile and it's not fun especially bosses.


Other things I'd like to see in an RPG Maker game:


1. A female protagonist - A lot of the cast are male, usually the generic heroic type. By female protagonist, I don't mean the flimsy air-headed mage, or a swordswoman with the blandness of Lightning, but someone with personality and a drive for what they believe in, and the reason they're on their journey of course. 


2. Better designed boss battles - Going off on what @trouble time said about battles, I think bosses should have more than just immunity to all debuffs and status effects. Perhaps make conditions to when status effects are inflicted and make the battles more challenging. They're bosses of course, they should have a trick or two up their sleeve for trying to impede your journey.


3. Variety in NPCs - not every NPC is gonna dress the same or look the same, right? Why not give a different look to each and every one(not necessarily saying EVERYONE, but the majority). You can have a fully clothed character from the green pastures, but a fully clothed character in the scorching deserts? 
 

Corrupted Ralph

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1a) You're not the only adventurer.


1b) Not every other adventurer has to join your party.


I would like to see a few games that have random adventurers running around town. This is such a rare thing that I feel sad :(7
 

Alexander Amnell

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I would like to see a few games that have random adventurers running around town. This is such a rare thing that I feel sad :(7


   Adventurer is just another word for vagabond, and there are plenty of fellow adventurers in most games. They're just usually camped out at the local shrine and town gates asking for coin or else the 'hunters' in the wilderness because very few adventurers stumble upon a fortune of money from looting all the houses in a village, slaughtering hundreds upon hundreds of people that stand in their way or happen to only kill animals which have inexplicably swallowed large coin purses...which is actually something I'd like to see less of to be honest.


   I love games that at least attempt to give some indication of the logistics and planning necessary for travel, rather than having everything provided for you in odd and nonsensical ways or else be a nonexistent issue within the game (though some things should stay nonexistent, It's bad enough that normal bodily functions call me away from games, and the last thing I'd want is an extreme where nature calls for my protagonist in the middle of fighting a massive dragon or something and renders him ineffective until he finds a bush or an outhouse)  It doesn't have to be to complicated either, maybe the character has a wealthy benefactor that stipends out the funds for travel expenses and rewards bonuses for exemplary service (would make for an interesting spin on a game with choices, where rather than all choices == similar rewards and you just pick


by your own morals choosing for yourself rather than what enriches your biased benefactor could easily leave you penniless and result in having to resort to corpse-robbing and village ransacking to support yourself, though ideally in such a game such actions should have consequences if caught, like they would pretty much anywhere and anytime irl outside of wartime.)


   I'd also like to see more morally grey characters, and I don't mean like the morally grey where you as the player can simply choose between morally black and white selections such as "will you keep the expensive locket you found and sell it later or go over to the woman crying over her lost locket five feet away from where you found it and surrender it to her." I'm talking about the kind of morally gray characters who have serious flaws yet can still be sympathized with. Characters like Phillip Strenger/The bloody baron who is by all accounts a despised and horrid person  detested by all until you get the whole story, realize that given his circumstances he truly tried his best to do the right thing more often than not and the cataclysm that was his family life at games start was no less the fault of his wife's actions than his own. Keira Metz who is a spoiled aristocrat in exile so unaccustomed to 'country living' that she's willing to manipulate you by any means necessary into granting her access to plague research so that she can develop a sort of bioweapon just to buy her way back into a ruler's court and out of "the lice infested hellhole that is the countryside" The cool thing about this one, however, is that she's far from the monster that sentence portrays, and offering her asylum at a fortress of war is more than enough to convince her to surrender said research documents and abandon her insanity. Or even the protagonist of my example game; Geralt of Rivia, is plagued with character flaws such as infidelity/being unwittingly pimped out while suffering from amnesia (distinctions that don't actually matter to a scorned lover and drive him into true infidelity) kidnapping (technically speaking) and summary execution in the judge,jury and executioner sense that hasn't been 100% facts based every time. These traits alone have scared a few people I know away from the game, but once you get the context and something of the whole story the perception often changes. These people don't become, good or upright citizens by these revelations, but it gets so deep that at times as a player you have to take a step back and acknowledge that "if I were in their shoes at the time, I can't say with any semblance of certainty that I wouldn't have acted worse than they did there" and that's the magic of it all, morality is a fascinating concept to explore but to many people these days have such a limited world view that they believe everything they've experienced is everything there is and that everything is absolute, and out media today largely mirrors that view for the sake of populism and I for one long for the day that's no longer the case. Would love to see rpgmaker games become a part of that.


   Not saying either character is a great person or anything, just that they are multifaceted. Most of the time in games that offer moral 'choices' those choices boil down to "it's common sense/the current politically correct response" versus choices that either just get you a reward for being an rear end in a top hat or one where your party members have to summarily chastise you for your 'wrong thinking' after you've made it and then you end up with the same results playing out that would have if you'd just picked the correct answer to begin with. True morally ambiguous choices that make you think about the situation before deciding, where the 'correct choice' is not so obvious that all you need understand to know it is read the choices themselves are so rare in games both rpgmaker or otherwise that I can't actually think of another game to draw examples from. I hope they are out there, but I've not played them if they are and would love to see more where morality is thought about in a more realistic sense, and as a result the characters appear far more realistic than they'd ever be able to be as 'morality archtypes'.
 
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