1. Lots of easter eggs, secrets for Lore and useful information desc.: Lore as in: "what happened here?", "how did this place come to be?" Useful Information: "Tell me about the XYZ people", "How to I get to place X" or maybe even discover whole new features to the game just by doing a little research. why?: I think adding features like the above really can make a huge difference to the immersion factor of a game and give a greater purpose to playing it.
2. Privileges for different ranks in guilds desc.: As a newcomer, I have to serve people who have a higher rank than I, I have to learn from my superiors, gain experience and advance in ranks. Further on, when my rank has increased significantly, I'm going to be able to have my own followers and pupils who learn from and serve me (like an intern ).
And if I manage to someday be head of a guild, I will have the power to command anyone below me and send them on missions or whatever. why?: It would just be really awesome and make npcs seem a little more lifelike maybe.
3. To be able to own your own city and manage it in an rpg game desc.: own a city, lead wars, capture new cities, lead an empire, lead... the world , maybe just for better cash and resource gain...
I have a lot more... but I'm just gonna list the feature names now (maybe a little description here and there):
4. Weapon sockets for gems (for stat upgrades)
5. If it exists, you can buy it (includes: property, animals, caves, places, etc.)
6. Fleshed out stealth system (every open world game should have this...)
7. Colossal creatures (7.1. Massive open worlds)
8. Timing is important (no postponing missions anymore)
9. Lots of puzzles and minigames (card games, etc. including collectibles)
10.If it exists you can destroy it
11.pipboy-esque device in which all your information on places and so on is stored (rumors, popular people, secrets, journal, region information)
-------------------------------------
That was all I had so far. Please make your own and post it here.
When I think of my favorite RPGs over the years, games like Skyrim, Dragon's Age, Baldur's Gate, Skies of Arcadia, Deus Ex, Alpha Protocol, Pokemon Blue/Red, World of Warcraft, and City of Heroes come to mind, the games that I never wanted to reach the end because I was enjoying them so much. Many of these games are quite different from the others, but they share some common traits.
1) Fun exploration; I wanted to sail the skies of Arcadia, roam the lands of Skyrim, explore the depths of the dwarven civilization in Dragon's Age, search the office for secrets and routes in Deus Ex, etc.
2) Sense of immersion; this is harder to explain, but I'd say the sense of caring about the characters and world one is playing in, pondering what might happen next when one isn't playing it, and not wanting the journey to end are good signs that one is immersed in a RPG.
Usually I like leveling up characters and collecting loot(especially if there is a big variety). Its really awesome when I have some sort of ability to customize what I gain when I level up(skill/stat points). I guess that's why I really like Borderlands and Diablo 2.
The feature doesn't have to be from an existing title, that was actually one of the main reasons I posted this.
You can make totally new features, features you've always wanted to have but that never got implemented.
Being a HUGE rpg nut I have a couple of things here:
1. Skill systems
I think skill systems are a big thing to have in RPG games, mainly because they let you shape your character the way you want. Tanking paladin who has a Butterfly Catching skill of 100? Sure, if that's what you want.
2. Exploration
Exploration is a big part in new RPG games, with more and more becoming open world games, making you trek across miles of terrain just to get to 1 objective. If the game is made well, the landscape will always be beautiful no matter where you are or what you're doing.
3. Lore/Story
Whenever you're in an RPG game, there will always be tons of lore wherever you go. Take Skyrim for example. The books (and quests) in the game are filled with stories and history of so many countries and nations, which really give a great sense of immersion when playing, it makes you feel like there's so much more than the boundaries of the world.
Finally, 4. Sound and music
In RPG games especially, the music has to be epic, it makes you feel like you are really going on a quest, and battle music that changes when you're low on health adds to the suspense of whether you're going to live or die. If an RPG game doesn't have good music, you want feel involved at all.
I like having classes that can be changed. Like in Dragon Quest 9. Say you had your Mage character leveled up really high as a Mage and it had great mana and offensive magic but it's health was low. You could train it up a few levels as a Paladin to get health increased and stuff and then swap back to Mage to have higher health as a Mage.
I LIKE THE PART WHERE I TOOK MY TURN AND WAITED FOR THE OPPONENT TO TAKE THEIR TURN
To be serious, the difficulty.
Rollback Post to RevisionRollBack
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Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
The best thing about any game is getting a really cool thingamajig after doing an impossible mission like fighting pyro pete the ultra invincible in borderlands 2.
The second feature is Leveling. It feels really awesome to get another skill point by slaughtering thousands of souls which can be used to make you even more awesome.
Another feature I like is exploration in a dungeon/cave/whatever. Skyrim has a good world, but the dungeons are pretty linear. I'd like to explore some Nordic ruins, not follow hallways and caves. There wasn't a lot of branching. I only remember an optional room here or there.
I like having classes that can be changed. Like in Dragon Quest 9. Say you had your Mage character leveled up really high as a Mage and it had great mana and offensive magic but it's health was low. You could train it up a few levels as a Paladin to get health increased and stuff and then swap back to Mage to have higher health as a Mage.
Isn't that the same thing that Skyrim has? Just that Skyrim doesn't work with classes. I'm not sure I fully understand. Do you play as a mage and then switch to paladin, ditching your mage skills for those of the the other class and then later switch back? Or is everything combined?
i dont care about music. just as long as the game is fun.
Really? Music can act very complementary to a game's atmosphere, even if it's perceived by you subconsciously. I think music is a vital part in gaming due to the way it can immerse you into nearly any setting, providing it is actually good/suitable music for that specific moment.
I don't know, maybe some games actually suffer from their music, but fact is: Games get boring faster with bad or no music.
The best thing about any game is getting a really cool thingamajig after doing an impossible mission like fighting pyro pete the ultra invincible in borderlands 2.
YES! Loot, especially the rare kind, is very rewarding and ties in well with exploration, I mean, when I enter a cave and fight my way to the end just to find some ammo and maybe one of the 14 guns the game has available, I don't feel so inspired about loot, but in a game where there is an abundance of items to collect, there exists an urge to go and seek out the rarest loot.
Then later, you just take a moment to stand there and look at your character just to see the trophies of past battles and hours of gameplay. That is truly one of the most important features in a game (depending on the genre of course).
Another feature I like is exploration in a dungeon/cave/whatever. Skyrim has a good world, but the dungeons are pretty linear. I'd like to explore some Nordic ruins, not follow hallways and caves. There wasn't a lot of branching. I only remember an optional room here or there.
That's true, but even with just a few branches it's easy to get lost in caves and roam aimlessly around until you finally find an exit. Take the caves in minecraft as an example, just stray a little off path and you'll struggle to get back out. I prefer each possible route in a cave to have a set purpose, be it for loot, or important objectives (maybe that's what you actually meant?). And yes again, Skyrim's caves are really linear.
I like it when an RPG isn't a dumbed-down hand-holdy snorefest.
Some people seem to be turned away from a game when they hear the word 'accessible', not what you were saying but it's kind of similar. I think you're right, it's just that a lot of games have in-game tutorials which can take maybe up to half an hour or longer which may or may not be your definition of hand-holding. There's also the type of 'hand-holding' where the game drains your health very slowly and makes everything a little less realistic or simply easier all the way up to brewing potions on the run or lock-picking games being ultra easy. What I think is that most people play games to get away from real life and to live their fantasy life where they are the most powerful, richest people in the land. I think that is the type of game that is selling the most copies and therefore being produced mostly. To be honest, it seems that people of this generation simply don't like the the effort it takes to fulfill tasks in games that aren't dumbed down, maybe that's why people aren't playing morrowind as much as skyrim, or even oblivion, cause it's too hard(?)
To be honest, it seems that people of this generation simply don't like the the effort it takes to fulfill tasks in games that aren't dumbed down, maybe that's why people aren't playing morrowind as much as skyrim, or even oblivion, cause it's too hard(?)
Pretty much. I just wish that wasn't the case.
I don't like it when games try to change their audience over the span of multiple games. When a series's core game play is drastically changed to appeal to a different kind of audience, that's when I usually check out. I didn't play The Elder Scrolls to have a shallow, over-simplified RPG experience but, unfortunately, that's what sells.
Isn't that the same thing that Skyrim has? Just that Skyrim doesn't work with classes. I'm not sure I fully understand. Do you play as a mage and then switch to paladin, ditching your mage skills for those of the the other class and then later switch back? Or is everything combined?
Nah. Let me explain. Each class has one special class-skill as well as 4 or 5 weapon skills (which are shared by multiple classes.). Each special class-only skill unlocks spells and skill boosts that can be used as any class with that character. The weapon skills unlock spells and stat boosts that can only be used with that weapon in hand. This allows for some interesting combinations such as having a tank distract enemies with Pratfall or something from the Luminary or Minstrel trees.
1) Leveling
- Either numerical levels with stat increases or in terms of more powerful equipment
- I like the feeling of being more powerful as I progress, whether it's level or leveless (like Zelda)
2) Exploration
- The act of searching new, uncharted lands
- First thing I do: look everywhere. I just love to see what's around the next corner because who knows what's there?
3) Inventory
- Items, weapons, equipment, and currency
- Okay, I'm going to admit I'm a hoarder in RPGs. I love having stockpiles of potions and rare items which I'll rarely use until it's extremely necessary. Lately, I've been learning to part with them, but still, I try to save them to the very end.
I don't like it when games try to change their audience over the span of multiple games. When a series's core game play is drastically changed to appeal to a different kind of audience, that's when I usually check out. I didn't play The Elder Scrolls to have a shallow, over-simplified RPG experience but, unfortunately, that's what sells.
It sucks, but I think the reason for why people prefer the easier games is because most gamers these days are "casual" gamers that have a very short attention span. I remember reading an article in which it said "around 75% of gamers are female but most of those are casual gamers who play phone/facebook games" Don't quote me on that, but it pretty much sums up why games are being dumbed down.
I like it when my choice can effect the story line of the game.
I think you don't see that in a lot of games because it would cause too much effort to implement all of those alternate paths. They may make several endings to a game or maybe a "good" and a "bad" path but you usually can't find more than two possible paths in games if any at all, the reason being the time budget. I have no knowledge on this subject whatsoever but I would guess that the more time a company spends on a game, the more money they have to expect which increases the risk factor immensely, because if that title fails the company suffers major losses. I think that's why developers are switching to open world style games.
It sucks, but I think the reason for why people prefer the easier games is because most gamers these days are "casual" gamers that have a very short attention span. I remember reading an article in which it said "around 75% of gamers are female but most of those are casual gamers who play phone/facebook games" Don't quote me on that, but it pretty much sums up why games are being dumbed down.
Fortunately, we're living in a time where people can just make games and put 'em out without having publishers shaving their games down to generic crap. Stuff like Project Eternity is so exciting because it shows how much people want that kind of RPG again.
(Or just general game features that you think every game should have, even if they don't exist yet!)
here's a little form that could make it easier:
-------------------------------------
favorite RPG/game features:
feature 1,
description,
(optional)why?
feature 2,
etc.
-------------------------------------
(My) Example:
-------------------------------------
favorite RPG/game features:
1. Lots of easter eggs, secrets for Lore and useful information
desc.: Lore as in: "what happened here?", "how did this place come to be?" Useful Information: "Tell me about the XYZ people", "How to I get to place X" or maybe even discover whole new features to the game just by doing a little research.
why?: I think adding features like the above really can make a huge difference to the immersion factor of a game and give a greater purpose to playing it.
2. Privileges for different ranks in guilds
desc.: As a newcomer, I have to serve people who have a higher rank than I, I have to learn from my superiors, gain experience and advance in ranks. Further on, when my rank has increased significantly, I'm going to be able to have my own followers and pupils who learn from and serve me (like an intern ).
And if I manage to someday be head of a guild, I will have the power to command anyone below me and send them on missions or whatever.
why?: It would just be really awesome and make npcs seem a little more lifelike maybe.
3. To be able to own your own city and manage it in an rpg game
desc.: own a city, lead wars, capture new cities, lead an empire, lead... the world , maybe just for better cash and resource gain...
I have a lot more... but I'm just gonna list the feature names now (maybe a little description here and there):
4. Weapon sockets for gems (for stat upgrades)
5. If it exists, you can buy it (includes: property, animals, caves, places, etc.)
6. Fleshed out stealth system (every open world game should have this...)
7. Colossal creatures (7.1. Massive open worlds)
8. Timing is important (no postponing missions anymore)
9. Lots of puzzles and minigames (card games, etc. including collectibles)
10.If it exists you can destroy it
11.pipboy-esque device in which all your information on places and so on is stored (rumors, popular people, secrets, journal, region information)
-------------------------------------
That was all I had so far. Please make your own and post it here.
1) Fun exploration; I wanted to sail the skies of Arcadia, roam the lands of Skyrim, explore the depths of the dwarven civilization in Dragon's Age, search the office for secrets and routes in Deus Ex, etc.
2) Sense of immersion; this is harder to explain, but I'd say the sense of caring about the characters and world one is playing in, pondering what might happen next when one isn't playing it, and not wanting the journey to end are good signs that one is immersed in a RPG.
3) Good soundtrack
The feature doesn't have to be from an existing title, that was actually one of the main reasons I posted this.
You can make totally new features, features you've always wanted to have but that never got implemented.
1. Skill systems
I think skill systems are a big thing to have in RPG games, mainly because they let you shape your character the way you want. Tanking paladin who has a Butterfly Catching skill of 100? Sure, if that's what you want.
2. Exploration
Exploration is a big part in new RPG games, with more and more becoming open world games, making you trek across miles of terrain just to get to 1 objective. If the game is made well, the landscape will always be beautiful no matter where you are or what you're doing.
3. Lore/Story
Whenever you're in an RPG game, there will always be tons of lore wherever you go. Take Skyrim for example. The books (and quests) in the game are filled with stories and history of so many countries and nations, which really give a great sense of immersion when playing, it makes you feel like there's so much more than the boundaries of the world.
Finally, 4. Sound and music
In RPG games especially, the music has to be epic, it makes you feel like you are really going on a quest, and battle music that changes when you're low on health adds to the suspense of whether you're going to live or die. If an RPG game doesn't have good music, you want feel involved at all.
I have a Spoon. Your argument is invalid.
To be serious, the difficulty.
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
The best thing about any game is getting a really cool thingamajig after doing an impossible mission like fighting pyro pete the ultra invincible in borderlands 2.
The second feature is Leveling. It feels really awesome to get another skill point by slaughtering thousands of souls which can be used to make you even more awesome.
Isn't that the same thing that Skyrim has? Just that Skyrim doesn't work with classes. I'm not sure I fully understand. Do you play as a mage and then switch to paladin, ditching your mage skills for those of the the other class and then later switch back? Or is everything combined?
Really? Music can act very complementary to a game's atmosphere, even if it's perceived by you subconsciously. I think music is a vital part in gaming due to the way it can immerse you into nearly any setting, providing it is actually good/suitable music for that specific moment.
I don't know, maybe some games actually suffer from their music, but fact is: Games get boring faster with bad or no music.
YES! Loot, especially the rare kind, is very rewarding and ties in well with exploration, I mean, when I enter a cave and fight my way to the end just to find some ammo and maybe one of the 14 guns the game has available, I don't feel so inspired about loot, but in a game where there is an abundance of items to collect, there exists an urge to go and seek out the rarest loot.
Then later, you just take a moment to stand there and look at your character just to see the trophies of past battles and hours of gameplay. That is truly one of the most important features in a game (depending on the genre of course).
That's true, but even with just a few branches it's easy to get lost in caves and roam aimlessly around until you finally find an exit. Take the caves in minecraft as an example, just stray a little off path and you'll struggle to get back out. I prefer each possible route in a cave to have a set purpose, be it for loot, or important objectives (maybe that's what you actually meant?). And yes again, Skyrim's caves are really linear.
Some people seem to be turned away from a game when they hear the word 'accessible', not what you were saying but it's kind of similar. I think you're right, it's just that a lot of games have in-game tutorials which can take maybe up to half an hour or longer which may or may not be your definition of hand-holding. There's also the type of 'hand-holding' where the game drains your health very slowly and makes everything a little less realistic or simply easier all the way up to brewing potions on the run or lock-picking games being ultra easy. What I think is that most people play games to get away from real life and to live their fantasy life where they are the most powerful, richest people in the land. I think that is the type of game that is selling the most copies and therefore being produced mostly. To be honest, it seems that people of this generation simply don't like the the effort it takes to fulfill tasks in games that aren't dumbed down, maybe that's why people aren't playing morrowind as much as skyrim, or even oblivion, cause it's too hard(?)
Pretty much. I just wish that wasn't the case.
I don't like it when games try to change their audience over the span of multiple games. When a series's core game play is drastically changed to appeal to a different kind of audience, that's when I usually check out. I didn't play The Elder Scrolls to have a shallow, over-simplified RPG experience but, unfortunately, that's what sells.
Nah. Let me explain. Each class has one special class-skill as well as 4 or 5 weapon skills (which are shared by multiple classes.). Each special class-only skill unlocks spells and skill boosts that can be used as any class with that character. The weapon skills unlock spells and stat boosts that can only be used with that weapon in hand. This allows for some interesting combinations such as having a tank distract enemies with Pratfall or something from the Luminary or Minstrel trees.
It's "U.N Owen was her?" not "Death waltz".Touhou is a game not an anime.
- Either numerical levels with stat increases or in terms of more powerful equipment
- I like the feeling of being more powerful as I progress, whether it's level or leveless (like Zelda)
2) Exploration
- The act of searching new, uncharted lands
- First thing I do: look everywhere. I just love to see what's around the next corner because who knows what's there?
3) Inventory
- Items, weapons, equipment, and currency
- Okay, I'm going to admit I'm a hoarder in RPGs. I love having stockpiles of potions and rare items which I'll rarely use until it's extremely necessary. Lately, I've been learning to part with them, but still, I try to save them to the very end.
It sucks, but I think the reason for why people prefer the easier games is because most gamers these days are "casual" gamers that have a very short attention span. I remember reading an article in which it said "around 75% of gamers are female but most of those are casual gamers who play phone/facebook games" Don't quote me on that, but it pretty much sums up why games are being dumbed down.
I think you don't see that in a lot of games because it would cause too much effort to implement all of those alternate paths. They may make several endings to a game or maybe a "good" and a "bad" path but you usually can't find more than two possible paths in games if any at all, the reason being the time budget. I have no knowledge on this subject whatsoever but I would guess that the more time a company spends on a game, the more money they have to expect which increases the risk factor immensely, because if that title fails the company suffers major losses. I think that's why developers are switching to open world style games.
Fortunately, we're living in a time where people can just make games and put 'em out without having publishers shaving their games down to generic crap. Stuff like Project Eternity is so exciting because it shows how much people want that kind of RPG again.