This is my oldest of my classic writings, and I redone this so much times (Three!). Ironically, this has less tips than the other ones, but that is because I organized it, so there are many tips in one. Now, please do not state anything completely stupid, such as, "That's obvious" or, "We know how to do that!", or "That's too much words! D:", any of that idiotic crap. Feedback is appreciated, but if the writing style has changed completely (You know what I mean? Like it doesn't sound like me), take note that this was written last November. Enjoy. Also, if you disagree on a viewpoint here, consider the date one more time, this is way before my registration here and my learning other items. Thanks once more.
RPG Tips List Version 3.0
I have taken a reading of my previous possibly atrocious "RPG Tips" lists, and I have drawn to the conclusion a new one should emerge like how a phoenix dies and begins a new life with itself (Though that does get a little boring and tiresome, no?). Take these into consideration, but you shouldn't force yourself to follow them like a bible. Rules have exceptions, like the English language, so it's okay to bend a few of them. A good example would be an RPG that actually acts out the flaws of RPGs on purpose of humour.
I attempt to make this "RPG Tips" list extendable to not only people who are just simply the kind who create RPGs off RPG Maker, but also anyone that is making one overall. It'll be much more versatile that way.
1.
The Battle System. A Battle System for an RPG is very important to the overall RPG itself, considering an RPG apparently should have a lot of playtime devoted to the Battle System. However, the type of Battle System is almost similar to what a game difficulty set-up system is. In some games, take the Puyo Puyo Endless Rounds, when you play on a harder difficulty, you get some more bonus points. This sort of thing applies for creating an RPG; of course, bonus points are substituted for added points from the critics.
A usual RPG would have a Turn-Based Battle System with little to no tweaks or of that sort. That is definitely being faithful, but if there is no extra add-on or special execution of the system, the RPG overall would be rated down. However, change the system and make it an Action Battle System, or one where the battle scenes happen during field maps, points can rise.
Another one, Tactical RPGs, are very advanced to create, and are assumingly difficult. Though, as the example promises, if the system is executed well enough, which should be minimal because of the sheer difficulty of inserting it, the points given would be great.
However, you cannot depend on these methods solely.
2.
Think of the storyline. In the RPG realm, the storyline itself can play as a Fantasy novel, or any sort of novel at that point. It must contain a reliable and noticeable Beginning, Middle, and End along with the template of a "Story Hill". Now, if one is not familiar with the Story Hill, fear not, the involvement of our Hill is now going to come forth.
Basically, a Story Hill starts off with the setting of our plot and the hero, which is the bottom. But it rises, such as the slope of a Roller Coaster, and this itself is the Rising Action. The Rising Action is the moment where things start to get dirty and the problem is yet unveiled. When the "slope" reaches to the highest point, it is known as the Climax. The Climax is the highest point of the event, and is usually where the problem is at its worst, or on the brink of being solved. The Falling Action is the descending of the figurative slope, and is usually where the problem is about to be solved. Finally, where our slope goes to a horizontal line, or in Algebra terms a slope of "0", we have our Resolution. A resolution is the problem solved, everything great (But not necessarily, because someone's death can really not be happy), and it's rightful to call it a "The End".
Though following the Story Hill is highly recommended, you don't need to follow the typical format of it. You can do multiple hills, where are in the form of chapters or side-quests. This is a good excuse of keeping the story alive or going, as long as the suspense is sprinkled on, overdoses highly praised and maybe expected.
Lastly, if the developed RPG were to have any plot-holes, or unanswered questions, the chances of getting booed upon on those areas are not slim. This is where the effect of multiple story hills can take place, as these can answer many questions that pose up to the game. There is an exception toward this however and that is only when a sequel of a game is to be created that answers these questions, which then you should really tell people a sequel would be coming so they are aware.
3.
Avoid clichés. What are clichés exactly? Well, to put it in some easy terms, it is something that apparently is overused that it's old, predictable, and overall boring. Clichés in a way can determine which RPG's storyline proves out to be the top compared to another. Such examples of clichés are of the fact that the main hero has wild or spiky hair. The main hero is male, and he usually is a swordsman. As you can see, stereotyping or showings of the typical game are signs of clichés. One more thing that is also cliché possible is to avoid using plot events that virtually act like a major RPG or game before it. This would mean you should avoid copying any Final Fantasy, especially VII (Which is one with Midgard and Cloud).
4.
Dungeons can be fun. Dungeons, or the deeper, darker, tougher areas of the RPG are not required to be a maze which one has to explore in some agony, only to reach a stuck way with the potential of running out of potions. No, it does not need to be like that. Dungeons can, and should have some puzzle flare to go with it, to keep the player from sleeping, and to have surefire fun while engaging it. Add in traps when you can, since dungeons do contain that sort of thing. Follow a dungeon-such environment to what you are aiming to pinpoint, so the goal can be straight on great. Lastly, if a dungeon were to break down or collapse, a natural occurrence is more believable and less of a cliché than when the boss is killed the dungeon strangely goes to its impending doom.
5.
Battling isn't the only way to escape fieldwork. Many games are not simply confined to only contain battling as its way of game-play and fun. Another execution of it are to be mini-games to leave players entertained, amused, or occupied when they do not want to train at the moment or are tired from it. Mini-games are to have some non-frustrating formula towards it, since it is a way to relieve stress (Or to reduce any anger management towards the process getting to the next level) and have fun while doing it. It can be a test of reflexes, a puzzle game, logic brain bending, or even a whole new game in it as a mini-game!
6.
Learning Curve. You should recall that in games, especially great classics, the later you get into it the more skill it requires to pass it, correct? This same plaster applies in RPGs as well. During the beginning of the game, getting the player to be familiar and maybe cordial with the controls and style of the game should be pretty obvious. Monsters at that moment are not to be tremendously strong as some people can speculate, considering the player are mostly bare bones and no strength. To make the previous statement more lukewarm and believable, the typical monster in the current area of the game should reflect on the level the average hero would reach. This is where test playing the game comes in, so you can see if there is one common monster defeating all the heroes up or there is an atrociously hard boss that can only be defeated by rigorous hours of training (Which is what you want to avoid unless this boss is the finale).
7.
Bugs. A "bug" is simply a vocabulary computer term meaning a flaw in programming. This easily concludes to the fact that bugs are very bad, and you should try your best to part with them. The more complex and longer the game is, the more of a chance that a bug will appear. Destroying minor bugs such as spelling errors or character mismatch can be a very simple task, but ones that go straight into the battle system or into a mini-game can be extremely arduous to correct. When a bug is too much for your skills, assistance can be needed. This is in the form of posting in message boards, or e-mailing some fellows. In the case of message boards, make sure that the good forum has accepted you, coming in and posting as some newbie that simply registered overnight will not be taken lightly (There are exceptions if the community is not a group of trolls). If all is doomed, consider revising to avoid the bug or destroying the infected part altogether.
8.
Let music ring! A more essential part towards the minor other half of a game is its audio. When you aren't a composer yourself and there are no friends that have music creation knowledge, obtaining music from the Internet can be easy and hard. It is best to use as much custom and original pieces as you can. Of course, that doesn't mean the use of compositions from a video game or a TV viewing is to be reduced. It is welcomed to use that as long as the music is not from a well-known source. If the latter happens to be the case, point deduction is the inevitable. You should also refrain from using exact licensed songs unless you are creating an RPG that is to go for a private community and not create any public shockwave.
9.
Visual masterpieces are divine. Aesthetics is almost as important as the game-play because it is related, if not the core of the execution of the game. Having understandable graphics are a must, unless the area involved is like a hypnotic daze or a drugged-out land and many stuff are bluntly strange. Using graphics that the bandwagons were to use is a definite negative, as uniqueness is a positive thing as long as you get the correct audience. The way to stand out from everyone, the easiest really, is to create your own or request a seriously good friend to assist you. They can be simple etchings on paper scanned or Photoshopped masterpieces, as long as the extra mile seems to have been given, indeed your RPG can be a visual masterpiece.
10.
To release out to everyone! A game's completion is always a joyous occasion and shouldn't be missed. However, there is much confusion that occurs in the way of how to give it to the public. In very simple ways, packaging is essential to the final part of the game creation. It is highly recommended to download or install an Installation Creator (A good one would be Clickteam Install Creator, which emulates the install process very skillfully. Another excellent one is Ghost Install Creator). After the packaging is complete, uploading it to a reliable source is also required. Usually, the best uploading FTP hosters are ones that don't expire the downloaded file within inactivity. Ones like this are FileFront and most obviously free Website hosts.
Once the following has been accomplished, the last thing to initiate is to spread it out to the public. An easy way is to tell your friends. If, by any chance that happens to fail or you are eager to find other methods, attaching a link to the download of your pride and joy to a signature in a message board would be also be a proficient method. However, make sure you are active enough to the right audience and the message board itself isn't a "ghost town". Finally, if you're that daring, tell everyone through classic advertising. Lastly, make sure to get the critics to review it, especially if you are highly confident that the game is to be a surefire hit (You can prove it from friends and strangers' reactions to playing it). Getting the critics to review and have a positive score on it will attract players immediately.
Well, that easily sums up Version 3 of the RPG Tips. The exclusion of RPG Maker was very difficult, but it was passable and hopefully achieved. However, somehow I am to believe that there is a blatant message that still orientates this to the RPG Maker community...We'll just leave that to you.
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