>Things change in places you already visited as the story progresses >Final boss is actually a challenge and makes you use the systems efficiently to win >The roleplaying is not broken by forced main quest decisions
I'd rather they don't let me play an evil character if you won't actually allow me evil decisions. You can substitute evil with any kind of alignment or trait not fully developed
Even just updating the NPC dialogue is appreciated
Its amazing how many RPGs don't do this despite how easy it would be. Like, in Skyrim and the thieves guild. No matter how well of the guild is supposed to be the vault is always empty. Would it have been that fricking hard to make a "room full of gold" texture and slap it in there?
>Hidden treasure behind waterfall
This is right there with "Walk left at the beginning of a sidescroller level to find a secret", in that if your game has waterfalls or sidescroller levels, but not a single cave behind the waterfall or secret to the left of the start, your game is shit.
change in places you already visited as the story progresses >sequel game >you get to return to an area from the first game and it's fricking decimated
>Final boss has attacks and abilities that either subverts or uses the player's battle mechanics against them
Mechanical mirror matches make my dick so fricking hard
>Final boss has attacks and abilities that either subverts or uses the player's battle mechanics against them
That can go horribly wrong though. >And the award for worst final bosses in the history of gaming goes to...
THE DRAKENGARD SERIES!!!
>Devs make it so that if you just dont have any of your party members die, their levels are never out of sync with one another
Bless devs who know this fricks with OCD so bad
>all sorts of optional things hidden underwater- sunken ships, treasure chests, hidden entrances to dungeons, ect >seasonal content- especially stuff based on your computer's personal clock like if you set it to October 31st you can fight an optional boss >spooky Easter eggs that are really well hidden
Obtuse mechanics interacting in interesting ways. Preferably without breaking the game, but I'm not picky.
Like using a black hole spell to fling characters around in stealth to get around stealth's massive speed penalty. As long as the interaction is logical, but not straight forward, it's fun.
Also flavor text or item names hinting at hidden modifiers or uses, like a wyrmslayer doing extra damage to sandworms.
Another fun one is when quests and conversations have really deep and intricate flag systems that allow for complex resolutions that the community might not even be fully aware of. >Resting before a battle increases it's difficulty and the rewards you get
But >If you navigate the prefight conversation a specific way you can get back to the rest option >You can do this a few more times and each time generates a progressively more difficult unique version of the battle >Nobody's documented this because why would anyone rest multiple times before the battle for no benefit, not to mention try the fight and check for differences between the rest amounts.
>Is that an example from something, or did you just come up with it?
The wyrmslayer was just an example. The black hole+sneak combo's from Pillars of Eternity. The dialogue looping that increases the fight difficulty is from Banner Saga Chapter 3 at Ridgehorn. I think it was repeating a rest that did it. There was some sort of repeating action that you could do right before the final fight in the chapter and each time you did it increased the difficulty.
Is that an example from something, or did you just come up with it?
>Is that an example from something, or did you just come up with it?
The wyrmslayer was just an example. The black hole+sneak combo's from Pillars of Eternity. The dialogue looping that increases the fight difficulty is from Banner Saga Chapter 3 at Ridgehorn. I think it was repeating a rest that did it. There was some sort of repeating action that you could do right before the final fight in the chapter and each time you did it increased the difficulty.
I looked up how I did it. It wasn't resting. Right before the final battle you can select "Bait the dredge into attacking and wear them down" and then "Pull back!" and each time you did it, it increased the difficulty of the battle up to a limit. You can make the fight unwinnably hard on max difficulty, but if you turn the difficulty down for that specific fight you can get a shitton out of the (still rather hard) fight.
All the other prefight dialogue options either prevent the fight or send you into some the fight at some set difficulty level without you being able to loop them.
Another fun part of complex flag systems is beta testers usually don't test every possible way to do shit so you end up with shit like in Pillars of Eternity's At All Costs sidequest, where you can actually get the unique weapon Forgiveness THREE TIMES if you resolve the quest a specific way.
Wiki only knows about getting 2 copies.
I love exploity bullshit like that too, although it's obviously not good game design.
>Scenes where you temporarily control somebody other than the core members. >Mechanics that let players acquire cool abilities associated with powerful NPCs for themselves. >Japanese "old" Team Dad male characters who are in their late 30s and still physically capable but everyone acts like they're geezers. >Post-medieval period inspired WRPG settings where thought and plot are invested in how magical institutions cope with mundane technology >My fetishes
>unsolvable puzzle or unwinnable battle that can actually be solved or won if you do some obscure bullshit >secret behind some repetitive action that you only get a minor hint actually changes things
I like esoteric bullshit.
Frankly my ideal RPG would be an endless string of impossible puzzle battles that you have to "solve" by finding the right tools in the world and combat engine.
I had an idea for a game where you'd have several unwinnable battles that you can beat in NG+ which would lead to several different endings depending on which ones you choose to win
If you like Disgaea style games? Yes. My one complaint is the canonical order of events is actually the fricking impossible route first. I've no idea how you're supposed to do it cause the game's hard as balls if you try.
I like it when every party member you get shows up in battle and there's no "benched" members. I also love it when they do this and stagger your party so each time you get a party member it's a huge upgrade. Every other game you just use the party that you start with and everyone else is fake depth to the gameplay like Vincent in FF7.
Dragon Quarter's loop system was unfun and anyone that ever suggests unmarked points of no return in a videogame right after a branching path should be castrated.
>Horrible monsters >Dastardly villains >Devious plots >Glittering treasures >Exciting locales >Kissable princesses >Musical numbers >A large quantity of elephants >At least one guy who sounds like Ed Wynn
>party banter when exploring >NPCs occasionally actually crack up at joke dialogue choices >companion who is just a nice normal guy >magic is useable and useful when exploring out of combat
>That sterotypical moment where you and your party members all get seperated and you're going through the dungeon solo and then you find one of your party members facing a boss or some shit and its just the two of you but with each turn another party member returns to your side. Or sometimes its like every random battle a party member returns to your side
I wish more RPGs would implement interactions where NPCs react to how I am dressed like or what my build is. I like when NPCs react to specific shit I am doing in general.
>Things change in places you already visited as the story progresses
>Final boss is actually a challenge and makes you use the systems efficiently to win
>The roleplaying is not broken by forced main quest decisions
I'd rather they don't let me play an evil character if you won't actually allow me evil decisions. You can substitute evil with any kind of alignment or trait not fully developed
change in places you already visited as the story progresses
Even just updating the npc dialogue is appreciated
>quest where you help rebuild a village
>buildings get rebuild
>new NPCs and merchants arrive
JRPGs have that low a bar huh?
Its amazing how many RPGs don't do this despite how easy it would be. Like, in Skyrim and the thieves guild. No matter how well of the guild is supposed to be the vault is always empty. Would it have been that fricking hard to make a "room full of gold" texture and slap it in there?
>Things change in places you already visited as the story progresses
Kino
>Hidden treasure behind waterfall
This is right there with "Walk left at the beginning of a sidescroller level to find a secret", in that if your game has waterfalls or sidescroller levels, but not a single cave behind the waterfall or secret to the left of the start, your game is shit.
change in places you already visited as the story progresses
>sequel game
>you get to return to an area from the first game and it's fricking decimated
>Help little village over come their struggles
>Sequel game
>Village is now a small city
>Stay at Inn
>Optional Cutscene
>gay overtones
Not father/son incest though.
n-no homo..
Final boss has attacks and abilities that either subverts or uses the player's battle mechanics against them.
>Final boss has attacks and abilities that either subverts or uses the player's battle mechanics against them
Mechanical mirror matches make my dick so fricking hard
>Let's see, who goes first? How about...
>Me.
>Final boss has attacks and abilities that either subverts or uses the player's battle mechanics against them
That can go horribly wrong though.
>And the award for worst final bosses in the history of gaming goes to...
THE DRAKENGARD SERIES!!!
>skits where party members interact and react to events
this was kino in Dragon Quest and Tales of
Same.
I also liked them in Bravely Default.
Too bad Second didn't really deliver in that regard.
>you can’t buff out of combat
>historically accurate weapon/armor
>text hyperlinks to the braindead lore
>The party starts a band
>beach episode
Being able to eat and relax.
>imagine the smell
>Devs make it so that if you just dont have any of your party members die, their levels are never out of sync with one another
Bless devs who know this fricks with OCD so bad
>Recover HP to full after every battle
>all sorts of optional things hidden underwater- sunken ships, treasure chests, hidden entrances to dungeons, ect
>seasonal content- especially stuff based on your computer's personal clock like if you set it to October 31st you can fight an optional boss
>spooky Easter eggs that are really well hidden
>non-human party members
>non-humanoid party members
Based Barett enjoyer
Who can blame anyone for that
Having a dog as part of your party.
I was so pissed when Sandy was unavailable after Cobblestone
Any good jarpigs with a dog party member? Boney from Mother 3 was an annoying shithead randomly eating your food items
Obtuse mechanics interacting in interesting ways. Preferably without breaking the game, but I'm not picky.
Like using a black hole spell to fling characters around in stealth to get around stealth's massive speed penalty. As long as the interaction is logical, but not straight forward, it's fun.
Also flavor text or item names hinting at hidden modifiers or uses, like a wyrmslayer doing extra damage to sandworms.
Another fun one is when quests and conversations have really deep and intricate flag systems that allow for complex resolutions that the community might not even be fully aware of.
>Resting before a battle increases it's difficulty and the rewards you get
But
>If you navigate the prefight conversation a specific way you can get back to the rest option
>You can do this a few more times and each time generates a progressively more difficult unique version of the battle
>Nobody's documented this because why would anyone rest multiple times before the battle for no benefit, not to mention try the fight and check for differences between the rest amounts.
Is that an example from something, or did you just come up with it?
>Is that an example from something, or did you just come up with it?
The wyrmslayer was just an example. The black hole+sneak combo's from Pillars of Eternity. The dialogue looping that increases the fight difficulty is from Banner Saga Chapter 3 at Ridgehorn. I think it was repeating a rest that did it. There was some sort of repeating action that you could do right before the final fight in the chapter and each time you did it increased the difficulty.
I looked up how I did it. It wasn't resting. Right before the final battle you can select "Bait the dredge into attacking and wear them down" and then "Pull back!" and each time you did it, it increased the difficulty of the battle up to a limit. You can make the fight unwinnably hard on max difficulty, but if you turn the difficulty down for that specific fight you can get a shitton out of the (still rather hard) fight.
All the other prefight dialogue options either prevent the fight or send you into some the fight at some set difficulty level without you being able to loop them.
Post went from great to shit really fast. More interesting than all the other posts itt though.
Another fun part of complex flag systems is beta testers usually don't test every possible way to do shit so you end up with shit like in Pillars of Eternity's At All Costs sidequest, where you can actually get the unique weapon Forgiveness THREE TIMES if you resolve the quest a specific way.
Wiki only knows about getting 2 copies.
I love exploity bullshit like that too, although it's obviously not good game design.
>Scenes where you temporarily control somebody other than the core members.
>Mechanics that let players acquire cool abilities associated with powerful NPCs for themselves.
>Japanese "old" Team Dad male characters who are in their late 30s and still physically capable but everyone acts like they're geezers.
>Post-medieval period inspired WRPG settings where thought and plot are invested in how magical institutions cope with mundane technology
>My fetishes
villain scenes
In Thousand arms, I loved the emperors scenes because the voice was super creepy.
>unsolvable puzzle or unwinnable battle that can actually be solved or won if you do some obscure bullshit
>secret behind some repetitive action that you only get a minor hint actually changes things
I like esoteric bullshit.
Frankly my ideal RPG would be an endless string of impossible puzzle battles that you have to "solve" by finding the right tools in the world and combat engine.
I had an idea for a game where you'd have several unwinnable battles that you can beat in NG+ which would lead to several different endings depending on which ones you choose to win
Congrats. You just described Makai Kingdom.
Is it good?
If you like Disgaea style games? Yes. My one complaint is the canonical order of events is actually the fricking impossible route first. I've no idea how you're supposed to do it cause the game's hard as balls if you try.
I like it when every party member you get shows up in battle and there's no "benched" members. I also love it when they do this and stagger your party so each time you get a party member it's a huge upgrade. Every other game you just use the party that you start with and everyone else is fake depth to the gameplay like Vincent in FF7.
I don't like using more than 3-4 members in battle, but I do wish games found a way to use extras, like multiple teams being used at the same time
Dragon Quarter's loop system was unfun and anyone that ever suggests unmarked points of no return in a videogame right after a branching path should be castrated.
>Stay at inn
>Get bit by mosquito
>Lose 1hp
Name 3 examples
>Horrible monsters
>Dastardly villains
>Devious plots
>Glittering treasures
>Exciting locales
>Kissable princesses
>Musical numbers
>A large quantity of elephants
>At least one guy who sounds like Ed Wynn
>Sleep at inn
>Character moment happens between two party members
>Final Boss
>Epic Orchestral version of the main theme
>Undead Boss
>Can instakill with revival spells or items
Related, some way to turn a damage type into healing for your party.
>all spells and abilities can target friendlies or enemies
>reflect spells/abilities apply bonus modifiers
>party banter when exploring
>NPCs occasionally actually crack up at joke dialogue choices
>companion who is just a nice normal guy
>magic is useable and useful when exploring out of combat
>That sterotypical moment where you and your party members all get seperated and you're going through the dungeon solo and then you find one of your party members facing a boss or some shit and its just the two of you but with each turn another party member returns to your side. Or sometimes its like every random battle a party member returns to your side
Minigames, lots of them
I wish more RPGs would implement interactions where NPCs react to how I am dressed like or what my build is. I like when NPCs react to specific shit I am doing in general.