- Joined
- Jan 18, 2016
- Messages
- 417
- Reaction score
- 430
- First Language
- English
- Primarily Uses
- N/A
-Competent writing that doesn't read as though it were written by a fifteen year old. The power of friendship is a lie. Also you were probably adopted.
-No random encounters. Random encounters were the result of the primitive technology used to make video games, not a stylistic choice. Happily plodding along only to be suddenly ambushed by an invisible seventy foot tall dragon is annoying. We live in an era where game systems are sufficiently advanced that you can show enemies on the map.
-A storyline that doesn't involve a quest to stop an ultimate evil after collecting six McGuffin's of Power. Smaller scale conflict works just as well.
-Dialogue that feels natural. Random strangers do not stand idly by on the street with a prepared list of things they just can't wait to tell you. People do not talk like this http://lpix.org/sslptest/index.php?id=224
-Unique, or at least innovative, battle system. Turn-based battles are fine, but at least try to incorporate something fresh in there.
-Larger maps. One or two screen maps are boring, despite the common idea floating around these forums that smaller maps equals more detail. It doesn't. Transferring maps every five feet is irritating and you're more likely to forget which way is which after doing it so many times.
-No chibi sprite style. Not every likes anime.
-Less elemental magic and more well-designed spells. Fireball? Neat, I guess.. Fireragagagaball? Piss off.
-Non-linear gameplay. This doesn't have to mean open world.
-Less maze-like cave and dungeon design. Mazes are for mice. I am not a mouse.
-Real choices. No, not the illusion of choice. Actual choices that effect the outcome of a quest or even the game.
-Fresh takes on character classes and races.
-No random encounters. Random encounters were the result of the primitive technology used to make video games, not a stylistic choice. Happily plodding along only to be suddenly ambushed by an invisible seventy foot tall dragon is annoying. We live in an era where game systems are sufficiently advanced that you can show enemies on the map.
-A storyline that doesn't involve a quest to stop an ultimate evil after collecting six McGuffin's of Power. Smaller scale conflict works just as well.
-Dialogue that feels natural. Random strangers do not stand idly by on the street with a prepared list of things they just can't wait to tell you. People do not talk like this http://lpix.org/sslptest/index.php?id=224
-Unique, or at least innovative, battle system. Turn-based battles are fine, but at least try to incorporate something fresh in there.
-Larger maps. One or two screen maps are boring, despite the common idea floating around these forums that smaller maps equals more detail. It doesn't. Transferring maps every five feet is irritating and you're more likely to forget which way is which after doing it so many times.
-No chibi sprite style. Not every likes anime.
-Less elemental magic and more well-designed spells. Fireball? Neat, I guess.. Fireragagagaball? Piss off.
-Non-linear gameplay. This doesn't have to mean open world.
-Less maze-like cave and dungeon design. Mazes are for mice. I am not a mouse.
-Real choices. No, not the illusion of choice. Actual choices that effect the outcome of a quest or even the game.
-Fresh takes on character classes and races.
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