ID:265422
 
I am going to create a RPG soon. Can anyone list some things to do and some things to not do?

Also which battle system would you prefer?

1 - Real Time Fighting(Diablo, Baulders Gate)
2 - Random Encounter Battle(Dragon Warrior, Final Fantasy)
3 - Random Encounter Real Time - Walk around, get into a random battle, but then transported to a seperate map created for the user, where you fight a monster in real time with some scenery created, Trees, etc.
As long as you don't have to repeatedly pound an attack verb, it'll be fine. God, I hate having to repeatedly click attack....
In response to Jmurph
Meh, I hate it also. If At anything, I use HUD or Macros. Using delays though.
In response to Sniper Joe
I vote real time attacking, although its the most difficult to implement in a slick way. You could do something like attack mode where your character would automatically attack things that are near you, but then have an attack verb so you could fight something specific or something...I dunno.

Anyway, as far as what NOT to do in an rpg? I would say dont make it a point to go kill monsters and level up. But that's not going to happen :D

What I would like to see in an rpg is some plot. There is a fundamental problem, however. It involves the difference between one and two. If you had one player in your rpg, which I assume you don't, but if you did, you would have complete control over the world's events. Thus, a single player rpg is more likely to be rich with plot. You can have all sorts of diplomatic struggles and whatnot pretty easily. But once you have more than one player, what do you do? All the 'quests' that are set up for your single player game are going to now have to be split up for two people - and in an orpg with even just ten players online, it would be hard to have any plot development going on. One day I hope to create an rpg where the players drive the plot (meaning it wouldn't be an rpg where you just level up and stuff), but that's really hard because you need to provide them with the tools to manipulate the environment.

But anyway, straying from idealistic extremes, I suggest shooting for a dynamic world. The more dynamic your world is, the more replayable it will be because it can change over time (dynamic means able to change if you didn't know).

Oh and uh...NO WORLDSAY

:P