ID:153919
 
I am working on a role playing game, and I have made some good progress on it. I have a one on one combat system that is 99.9% made by me. As of right now it has 25+ items, 5 magic spells, 6 playable classes, and 3 class-specific skills. It also has 2 quests and 4 bosses. More to come obviousy.

The problem is that I fear that it may become too generic. I am trying to make it appeal to people, but I don't want to make a super typical RPG. So, I would like to know what kinds of things you people would like to see in a role playing game. Keep in mind that I am trying to keep this game less generic than normal, so I don't want to include smithing, woodcutting, mining, etc. ALso, it already has a somewhat typical fantasy setting in place already. I am looking for ways to stretch that setting to make it different.

The game is not posted, but there is some more information available if you look at the hub entry. I would appreciate some intelligent responses, thanks.
You want to avoid being generic, don't make combat commonplace.
In response to Foomer
I am sort of trying to do that. I wrote a 1 on 1 combat system, so I am going to use it. The quests in the game will require items to be found and used in the right location. However, I need some way for the player to get the items, and that's where bosses come in. If I had an alternative to killing a boss to get an item, I would do that. I am not going to abandon my combat system, but I would like to add some variety to the game. I am just not quite sure what I should add.
What do I want in an RPG? Hmm, actual roleplaying would be it. Most of these retail, so-called RPGs have what I call, no-roleplaying-whatsoever! Sure, you assume the role of some person, then you go out and kill things until your blisters form blisters. But is that really playing a role? To me, it is not. To play a role, you must feel as if you are living that person's life, which very few games do.
In response to Mertek
When you say that you should feel like you are living that person's life, I am not quite sure what you mean. Do you mean make it free-roaming? Give the player the freedom to go where they want and do what they want? or do you mean to make the player feel as if they are the character. And add in a story that will make the player feel what the character would feel, and get into the story. A game where the story would make you want to go on. Basically, a game with a good story.

Well, as the game is now, you are in a castle and have to get out. That's the main goal. There might be different goals for different character classes, I'm not sure. I suppose it's as free roaming as being stuck in a castle can be. Actual roleplaying is a great concept, but I don't expect this game to attract a true roleplaying crowd. I suppose I'm looking for a happy medium between "true roleplaying" and "console roleplaying".
In response to OneFishDown
If you're determined to use your combat system, you probably shouldn't make a roleplaying game.
In response to Foomer
I guess I had a different idea of roleplaying than what other people may think. I know that people claim that console RPGs aren't RPGs, and games like D&D are "true" RPGs, but when I think of roleplaying games, I immediately think of Dragon Warrior and Final Fantasy. What I am looking to do with my game is to make a mix of the two, if possible. It would be hard (and boring) to make a super linear RPG (like DW and FF), but I don't like the "true" roleplaying games. I have nothing against them really, but I don't think BYOND is the right audience for them.

Why shouldn't I use my combat system to make a roleplaying game? I am not arguing, I'm just bored. If I can't think of anything to post I fear it might be time to *gasp* do my homework.
In response to OneFishDown
Strangely enough, "role playing game" and RPG tend to have different meanings. RPG represents a classic console RPG, and "role playing game" represents a game that is about telling a story, not killing things. Weird, huh?

I've taken to calling combat-based RPGs "roll playing games" instead.
Well, if you don't want a typical RPG, it's easy enough to avoid using what makes a typical RPG typical. Here's a few things.

Gold is typical. If you don't want to be typical, don't use gold. Use something different. For example, a desert world I created for use in something or another uses dunras, miras and pelsars and the common forms of currency.

Swords, Spears and Maces are typical. If you don't want to be typical, don't use overused weapons. In most RPGs, everyone has a sword. Why not do away with swords completely, and make Bows and Arrows the most popular weapon. I mean, what good is a stupid sword if the other guy shoots you dead before you can even get close?

Magic is typical. Not saying mystical or mysterious stuff is bad, but plain ordinary fireball throwing, lightning striking, sword enchanting magic is bo-ring. If you're going to use magic, at least come up with some different ways to use it, and don't make it commonplace. Magic loses its niftiness when everyone has it.

Elves and Dwarves are typical. Everyone has elves and dwarves. Elves are always skinny, good looking people who live in the forest, and Dwarves are always short, stocky people with beards who live underground. If you want to use typical things like elves and dwarves, you could come up with some new names for them, at least, and put them in different environments. Just avoid making "new races" that are dark-skinned, bug-eyed things with tentacles, just to be different. There's a point where it gets too weird and ruins the atmosphere. You're usually safe with humanoids though, that have a peculiar feature about them or two that makes them different than "humans". Or you could just have all humans.

I think, most often, the base races are the ones that can be related to something people are familiar with. That's why you often see lizard-men, snake-men, cat-men, ant-people, etc...

Well, those are some typical things that you can change if you want to avoid typicalness.
In response to OneFishDown
Well, if the player is stuck in a castle, and they have to get out, it sounds like the game is more of a puzzler than anything. Just because there are different character classes like the standard fare in most RPGs (thief, warrior, wizard, etc) doesn't make it an RPG. Plus, if it's a puzzler, then there will be zero roleplaying.

(Side note: Console roleplaying? Oxymoron if I've ever heard of one.)
In response to Foomer
Foomer wrote:
Strangely enough, "role playing game" and RPG tend to have different meanings. RPG represents a classic console RPG, and "role playing game" represents a game that is about telling a story, not killing things. Weird, huh?

Well I think a role playing game is one which gives the player a detailed background and the player acts out the story instead of the game telling them a story. But since I tend to like roleplaying evil characters either people want to try to kill me or I want to kill them for some sort of personal gain. But that doesn't mean I'm kiling all the time, but I'm usually being evil in general :).
I want to be able NOT to depend on equipment for everything. And using my wits and grits (Brain and Brawn).
In response to Sariat
I don't think he was planning to include Hooters in his RPG.
In response to Foomer
Way to kill the surprise :P

On a slightly more serious note, the game will not be all killing enemies to advance. You will have to solve "puzzles". Ok, so you have to find items and use them in the right places, or things along that same line. There might also be some thinking involved, but most of it will be told to you in-game, you just have to remember it. Like, you read a book in the game and later on you have to do something that requires knowledge acquired from that book.
In response to OneFishDown
More of a Zelda type game than a classic RPG, you mean?
In response to Foomer
Yea, something like that. But not action based, or at least as action based. I guess its like Zelda + More Thinking + Turn-based Combat. I dont know how it will turn out though.
In response to Foomer
You cant really define a genre by one simple term like RPG. Just by having combat doesnt make a game a "Roll Playing Game", after all, HRH has Combat, and its not a "Roll Playing Game".
Its more in the amount of freedom you have. If you cant change the way the story turns out, then its not the greatest, but its still playing the role of the character.
Its not impossible to tell a story and kill things. It sort of adds to the challange of being the character, and keeps things interesting.
If it wasnt possible to fight, then it would be more like writing a book then playing a game.
-DogMan
In response to OneFishDown
Lufia 2: Rise of the Sinistrals for Super Nintendo.
In response to Polatrite
You must also remember the original Lufia had the same battle system as Lufia 2, it was ever more complex, too. (Lufia 2 was made before Lufia).
In response to Nadrew
The Lufia games where strange. The first one begining with the end of the second one... Sadly I never got through the 1st one. I dont even know if the first one was released here. It made no mention of it anywhere.
So I had to play the ROM, and as it is with ROMs they dont hold a candle to the real thing.
-DogMan
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