Original Post
Hi,
As a reference:
Week 3
Week 2
Week 1
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As a reference:
Week 3
Week 2
Week 1
Well, by now I know that you are pretty attached to a lot of the jRPG conventions
but I guess I'd have to ask whether the game would be 3d or 2d?
Personally, I really, really enjoy wandering in open wilderness. The caveat is that I've really never found 2d graphics compelling enough to drive this, because they are just too far from reality. I think with decent graphics though, even empty wilderness can be fun to explore just for the sake of seeing things.
In a more strictly traditional jRPG though, the only thing I can remember really driving me to poke into every nook and cranny was treasure hunting. I really don't care anymore whether I find every single hidden room, I'm much more interested in experiencing the story contiguously, but when I was young I remember spending hours and hours searching every single square of grass, and every wall in every dungeon.
What i hate in some rpgs are Towns.
Games immune to that feeling: Skyrim. Oblvion.
In short, I personally think the only way for exploration to be "fun" is if there is something to explore.
Exploration implies risk, I believe, and with risk, you most certaintly should have a reward at the end.
Otherwise it's more of a walk through the scenic route which may get the player to the same place longer than the normal way, something that won't resonate with most people.
Exploring to me is walking off the beaten path. Doing things outside of the main quests.
It can only be done if the level design of the game allows for multiple paths to get to where you need to go
3) Using mini games
5) Achievements points
Grand theft auto uses exploration mechanics to score how well a player does. +2% for completing taxi mission. +3% for finding all 50 hidden photo shots.
View Postspires, on 15 July 2012 - 02:24 PM, said:
Exploring to me is walking off the beaten path. Doing things outside of the main quests.
So basically, there is no exploration on the main path? That sounds restrictive. I think the player explores the game whenever they're not fighting (in fact once could argue they even explore the battle system everytime they're shown new enemies).
I like mini-games, but I can't help but feel they are a solution applied to a problem by lack of a more organic one. You see this happening when there are too many of them, or when they are too clearly minigames (Brainlord, raise your hand please).
Does the score have any impact in-game whatsoever?
Game offenders : Morrowind, Kingdom of Amalur, Wow.
Games immune to that feeling: Skyrim. Oblvion.
Restrictive? Hardly. Just defining what is the spirit of exploring in RPG to me. Take for example, you have a quest to set an npc free from prision. The main or default path will be fighting your way through. Say the game allows you to bribe the guard or set a fire as distraction. That to me is exploring; allowomg player to try different ways to solve a problem. The more unrelated to the main quest, to the core mechanics of combat the more i regard as exploring. Skyrim is a good example of it. There is a lot of things to do outside of the main quests.
Exactly how important is exploration to a RPG?
I'm considering having very little (or no) exploration in my game. The quest system is setup more similar to RTS campaigns. The game takes place during a war and most of the "quests" are battles where you travel to a single large, drawn out encounter. There might be a little bit of exploring an area before the battle and preparation but not much. Between battles you walk around base camp to heal, talk to NPCs, shop, etc.
How do you guys feel about this? Is exploration a vital part of RPGs that will be sorely missed?
In what ways did Skyrim and Oblivion change from Morrowind to reduce the 'filler dialog' problem you're talking about?
(I haven't played Skyrim, and I only played Oblivion for a very short time, but I invested loads of time into Morrowind)
n what ways did Skyrim and Oblivion change from Morrowind to reduce the 'filler dialog' problem you're talking about?[/quote]
1) all npc's in oblivion have voice. in morrowind only few story npcs have.
2) in oblivion each minor npc has 1-4 topics you can ask, that are UNIQUE.
in morrowind each minor npc has 10-30 topics, that you have to ask until they get grayd.
Kingdom of amalur got jealous and copied morrowind dialog flaws.
3) oblivion has some memorable npcs e.g the lady that loved the rats (oh my poor babies).
when you really should be worrying about the danger of it all.[/quote]
i believe that rpgs cant capture that feeling, only permadeath games can make you worry.
1) all npc's in oblivion have voice. in morrowind only few story npcs have.
2) in oblivion each minor npc has 1-4 topics you can ask, that are UNIQUE.
in morrowind each minor npc has 10-30 topics, that you have to ask until they get grayd.
Kingdom of amalur got jealous and copied morrowind dialog flaws.
3) oblivion has some memorable npcs e.g the lady that loved the rats (oh my poor babies).
Quote
when you really should be worrying about the danger of it all.
i believe that rpgs cant capture that feeling, only permadeath games can make you worry.
Well... Here's a few examples that I'm aware of:
Mystic Quest simplified world map navigation to barebone arrow pointing (so you could just move from area to area ala Mario). It kinda sucked as a result.
Bahamut Lagoon was a tactical rpg, and as such, it couldn't really do with regular worldmap movement or movement at all, but they've actually had this rather lenghty sessions of exploration and mini-games (feed the dragons, etc) so as to avoid being repetitive. To me, it kinda 'saved the game' from being dull and repetitive.
From my experience, I'd say exploration is a vital part of making RPGs less repetitive and more fun. The best compliment you can make about exploration is that you haven't noticed it (there wasn't too much or too little to do in-between fights).
I think what you have to capture is a sence that you are 'safe' in the cities, but outside your in danger. Morrowind did this brilliantly. I cant stand games that feel like your going for a walk in the park, when you really should be worrying about the danger of it all.
i believe that rpgs cant capture that feeling, only permadeath games can make you worry.
Do you think these breaks have to be exploration based? What if in between encounters you did something else other than explore to break the monotony?
can take your friends there to see the place.
Given that a JRPG tends to be linear, or at least strongly pushes the player in a particular direction, so that the story unfolds in a predetermined sequence, the narrative discovered from exploration has to be secondary to the main plot, or at least optional in that the full breadth of the story can be appreciated without discovering a particular area. For example, expanding on personal interactions, such as Tales of Vesperia did with skits, on personal background, such as a character stumbling across an old haunt and providing backstory for themselves, or even on social and cultural background by describing the region, structure, or whatever other element they're interacting with by traveling through the area. How this additional narrative is revealed can be accomplished in a number of ways. The skits idea used by Tales of, walk-along dialogue as the party travels, or even expanding entries in an encyclopedia, such as was done with the codex in Mass Effect. Heck, you could even work the act of exploration into the narrative. Perhaps your character is a cartographer and his whole point in being here is to survey the land.
Since narrative is the main context of a JRPG, I feel like this should be the main purpose of exploration, but it doesn't need to be the only reward for it. Most JRPG I've played would put a treasure chest in some optional branch, giving you an item that you might not find anywhere else. As mentioned in another of these threads, XP can be rewarded for stealth or cunning, so if your explorative branch ends up leading the party around some combat obstacle, you could reward them with XP for it. Passive rewards are also a possibility. Suppose your game has multi-character combos, such as in Chrono Trigger. Revealing backstory about a character could make the party more connected with them and provide a synergistic boost, so any combo using them gets a +5% effect or some such. Though I think you need to be careful with this because making these rewards too powerful can lead to exploration being more of a treasure grind than something you do optionally because it's fun.
Making the exploration 'dangerous' could be achieved through events: the mountain path you chose to take gives way to a landslide and you have to dodge trees. This particular mechanic would get tiresome if everything were a timing event, so you can always mix it up with puzzles that trigger traps if solved incorrectly or mini-game progression (think the bike race in Chrono Trigger). Even a Metal Gear Solid style hallway sneak is possible. You avoid making the exploration itself rely on combat by instead making the failure consequence a difficulty increase on future opponents on the main path, and these being opponents you would have had to fight regardless.
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