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What Do You Play ? RPGs and RPGMakers
are very busy tools and toys for the brain. They exceed
the need for jumping from one platform to the next and go
beyond the shoot-em-ups. |
To answer
some of these questions, you will need to look back, almost 30
years ago or further to when computers were not commonplace in
the household yet and paper/pencil/dice RPGs ruled social
gatherings and friend get-togethers.
I wrote an article detailing RPGs, especially for those new to
the subject, and you can read it by clicking HERE.
Like
all good RPGs we are used to the battling of evil opponents such
as the evil warlord GrumpALot or the evil Dr. Rainbladder to rescue the luscious Princess who went by
titles such as Lai Mi, Pinkie Poofies, and Princess Rubylips. But is this as far as RPGs go ? Merely a
diversion to enter a fantasy world where we defeat the evil to
gain a virtual date with an unbelievably naieve girl that is half
our age ? How many RPGs and RPGs like this have there been ?
Fight the Dragon, rescue the Princess, save the kingdom.
Doesn't it make more sense to launch an all out nuclear weapons
disposal facility against all the Dragons in the Realm so you can
spend more quality time with all the mentally challenged and
air-headed damsels in dis-dress ?
Well, if you think so, then you missed the point entirely.
RPGs (when done correctly) enter the reader and player into a
wonderful world where only their laws of the universe apply. Like
a well-written novel with the Player as the primary focus, a good
RPG challenges not just the brain but the heart to new conditions
and emotions. Some of this seems to have been lost in RPGs made
today and it is up to people like you and others to bring back
the intellectual pursuit of happiness and where RPGs go outside
the Princess/Dragon themes.
Enter and welcome to oncepts.
This is an exchange of excellence, ideas, and innovations that
have been done in RPGs or have yet to be and to dismiss some of
the more bludgeoning and horrendously tedious RPGs and concepts
we have seen today. The answers, are provided by yourself and
others just like you. This is an open conversation and everyone
is welcome to participate !
Everyone will get their unique opportunity to agree / disagree /
or comment in depth about RPGMaker and RPG topics of interest.
You are also welcome to open new concepts and ideas that you
would like to discuss with others. Everyone is welcome here but
you must leave your arcade shooter guns and platform bouncing
shoes outside the gate to participate in this intellectual
immersion of oncepts.
Click to see concepts beyond #12 !
#6 Complexity versus Simplicity |
Writing a RPGMaker is no easy feat and a lot of things have to be taken into consideration. First off, that a RPGMaker is a tool that is supposed to aid and facilitate the needs for someone wanting to make their own RPG. What are some of the things you have seen that are good or not that may make a RPGMaker too simple and some of the things you have seen that are good or not that may make a RPGMaker too complex and unwieldy to manage ? |
Wolfette: Hooooo boy! Here goes... I want complete instructions for switches! How they work and why they work!! It's ever so much better when you understand *why* somethings work and others don't! *wolfette ducks and runs while giggling |
Topaz: Hey, come back here so I can SPANK your sassy self !! You really need to ask this in Q & A as it applies directly to Scenario. I'm serious, just ask the same question there and I'll lay out a good detailed answer. This area of oncepts is for the what-if type of situations. What we'd like to maybe see for the future, in any RPG or RPGMaker, and not specifically the current Scenario engine, Venture, or it's related written quests. You can read detailed instructions on ALL of switch building and usage by clicking HERE. |
Sayonaran Avon: It depends on how much you know or how much you're willing to learn. (or it could depend on how much you can process after working, college, and screaming at your 'rents when you walk in the door). This particular RPGmaker is easy for some games I've deemed hard for another RPG maker and vice versa. Some traditional RPGs can be written, also some RPG acion. If i write RPG action and it's on left feild (and not in the traditonal action RPG sense,) then I can't use this maker. So there's nothing wrong and don't change a thing (unless your're updating, then that's cool). |
Wren Pheonix: I think David was looking for aspects and characteristics of RPGmakers in general, not just compairing his. So, without any more bla-blah. Event or action scripting should be instinctive, and not based upon page upon page of script. Events are what propells the game, and so they should be easy to script, and then they should be easily copied for simular events. Another good quality would be an easy importing of files. |
DarkLink: To keep it simple, I think simple menus and easy to implement features that create complex results. Dynamic weather effects for example. |
Kami: An RPG Maker should never be too simple. It should be a challenge, not an impossible feat, but after learning the basics, offer enough to enable the maker to add more. Too simple, and the likes of me (Who enjoy scripting and programming a little) will lose interest, rather like a game. Having good, simple bone structure is one thing, but adding meat to those bones offers more choice, more value in reusing and makes it more fun. Have fun! |
Jed: Scenario is great because all its options are available to use. With other things it requires a supremely-expert knowledge to take full advantage of all that is on offer and so many things can be wasted. Keep it up, Topaz ! ( ) |
Akis Mooglebane: RPGmaker program does not have a good battle system... to simplistic to the point where battle is not apreciated, tedious. The most inovative battle system I saw in a long time was probably Star Ocean 2 the Second Story's battle system.Now I know RPGmaker isnt about the graphics in term of sophistications, but thats just my 2 cents. :D |
Topaz: Hi AM: Welcome to oncepts ! The engine does not have too much sophistication as I saw combat a very small part of the engine itself. I.F. for instance, has no combat engine whatsoever. However, once items are in place, then combat will be improved by allowing the player to have NPCs being able to attack during combat the same time as the player and allowing the player to use sometimes unpredictable items as well, based upon how the Worldbuilder sees fit to design them. . . . JED, thank you very much for your very nice contributions in oncepts recently ! |
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