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living the dream since March 16, 2006 |
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I don't mind Inns too much. As long as its not like Dragon Quest where you got to go to both the Chruch and the Inn. That's a bit overkill. Props to Final Fantasy for streamlining that.
The hardcore in me says no to the posion for the same reasons you give but really, try to see if you can streamline it a little and see how it goes and feels. Can always change it later, albeit with a small headache.
Depends how good of a story you get. If it's just an after thought, go ahead with a custom party and old school poison MUST be cured and go to the Inn. If you actually can get a nice story together, maybe you should try and keep it streamlined and the characters a bit rigid. Although, yes allowing one or two characters to be flexable is good.
Character customization is a powerful tool if you want to draw the player into a personalized connection with the characters, as well as letting them feel like they have some level of control in the game beyond just picking commands in battle. On the flip side, giving them tons of custom options might make it an absolute beast for you to try and balance on your own in your spare time.
I like the idea of having the main protagonist be totally customizable -- name, class, stats, etc ... And then having other members a bit more rigid. I can think of a game that's set up that way, but it seems like a good mix of what Zargon was saying. I would totally make myself a thief -- I fucking love thief classes. Also, is your protagonist silent or no?
1) As far as party customization goes, if you could pick from a pre-made cast, that would be okay.
2) Cured of poison? No. Awakened? Yes.
3) Definitely rested in towns. It makes sense that your characters would be a little more at ease once safely inside a city.
1) If this is just going to be your basic turn-based jrpg-esque game, I'd say limited customization on the starting characters. Maybe not even selectiing the classes at all, or something a la Final Fantasy (the first one). If it was something more along the lines of a Tactical rpg like Front Mission or Final Fantasy Tactics, I'd be all for customized starting characters(hell, I'd prefer it that way) but if the game is heavily story-based, predetermined classes is the way to go.'
tl;dr, make one group of characters and stick with it.
1) I love character customization in RPGs even if it's just little stuff like class/name/gender. Picking out your whole party is great, but can limit what you (the game designer) can do with the story... I guess I agree that the mixed approach may be best overall, but I'd personally never turn down full customization...
2) If you're poisoned you're poisoned, it shouldn't just go away. I know I always hated stocking up on antidotes, but it would kinda make getting poisoned be meaningless if it goes away as soon as the fight is over. Realism is a dumb thing to talk about in an RPG, depending on the sub-genre, but that's what it is, and I always begrudgingly accepted it.
You should definitely get awakened though, and I'm not sure about getting unparalyzed, but I'm leaning towards yes.
3) Yeah, allow 'em to be rested up in towns. Being forced to pay money to rest up is never fun... I realize you're asking with the thought of streamlining in mind, but maybe making it something you have to choose to do while in a town would be good. Y'know, once safely in town you can select to rest any time you want, but it has to be something you choose to do, not automatic...