Original Post
First, this topic isn't exactly specific for SRPGs but considering that's the next game me and my counter parts are designing I figured I'd try and focus the discussion to the genre. With out current project coming to an end, my counter parts and I are currently working on designing our next game. We have chosen to go with a SRPG this time around. The game will be based loosely on the travels of Christopher Columbus. We're going to use his story as the base of our game story. We will revise history in many ways, but I'll leave all that to another discussion :) What we're struggling with now is how do we balance the introduction of new "innovative" ideas with the proven ideas of traditional SRPGs? There are a lot of things we'd like to do different, but we're afraid if we push the envelope too far the fans of the genre will shy away. What are some of the traditional SRPG mechanics that would be considered a must have? For instance, does the battle system has to feature a grid/hex based board? Could the movement and all in the battles be free movement, but restricted to a certain area (based off some Movement stat), or would that be pushing "innovation" too far? I put innovation in quotes because we're not sure this is even a new idea... Also, it seems a lot of the old job/class systems have falling to the way side in favor of a new "equip whatever skill you want" type system. It seems the old FF Tactics style job system (or Shining Force promotion system) has found it's way out of the genre. Are these systems considered to be too archaic to be implemented in a newly developed game? If so, what elements of these systems would be safe to keep and what elements of these systems should go? See, we're trying to avoid a system where each and every character could potentially have/use each and every skill. We'd love to implement an updated version of the job and promotion system but we're really struggling with how those systems could be combined and/or updated. What we love about these systems (the FFT style job system in specific) is there's always something to work for. There are so many different jobs to unlock, use, and master. I'm hoping to get a discussion started about what "old" elements of SRPGs are "safe to keep" and what areas there are room for innovation in the genre. Any advice and/or suggestions you game gurus have would be greatly appreciated. Thanks in advance!