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> Classic examples of RPG good level design, Um, I can't think of any
rewells
post Aug 13 2012, 08:26 AM
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I want to write a post about examples of good level design from classic RPGs (NES-Playstation 1), but none are really popping out in my mind. I think games that are primarily RPGs (final fantasy, shin megami, etc.) have a disadvantage when it comes to level design because characters generally don't jump, for instance, so map interaction is limited. What even makes a good RPG dungeon? The aesthetics of the map tiles? Non-linearity? Puzzles? Now that I'm writing this, I may write about the evolution of dungeon design (early FF games dungeons were ridiculous mazes but moved toward more structured ones and started to incorporate puzzles as the series progressed). Anyway - thoughts?


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Shaddow
post Aug 13 2012, 08:41 AM
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This is actually a really good topic and one that I, too, had been thinking on recently. I know that RM games tend to have the feel of old school and nostalgia for some of us older gamers. Given that, we tend to want to design our dungeons in that style.

Yet, given the tools we have with script editing and awesome art designers, as well as the influence of newer games, we almost want to build the best possible dungeons. I find myself trying to decide between the two styles, and making something in between.

The problem with this is, that it seems to lack the feel of either, perhaps this is part of my own inability to build dungeons well, or maybe the two styles simply don't mesh well. That's something I have yet to discover, anyone else have any thoughts on this?


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Clord
post Aug 14 2012, 01:36 AM
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SD Snatcher. It has some wonderful simple dungeons but there is also one big example how not to design one.

This puzzle consist fact that there is about at least dozen candles and you are expected to blow them all out so the door can be opened in the end of the said puzzle area. Should you miss any, guys in the almost at the puzzle's end point out that you must blow them all out. Causing player to potentially go back a long way because he even didn't knew about the puzzle yet.



http://lparchive.org/SD-Snatcher/Update%2019/


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amerk
post Aug 14 2012, 06:46 AM
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It's not always about level balance. A game can be easy or hard, but still fun. Usually when I play an RPG, I prefer a more casual experience, where strategy is needed, but clues to that strategy are provided, turning a game into a possible death match to one that has my characters kicking ass if I employ the correct rhythm. But I prefer a decent story, optional side quests, and mini-games as well to break the monotony.

Final Fantasy 1 introduced us to character selection and mini-games, and that continued throughout. As flawed as the system was, though, I prefer Final Fantasy 2's stat building over every other of its installments, and I wish more rpg's (as well as RM) would implement such a feature. That had you leveling up stats individually based on action. Final Fantasy V (I believe) had a great job swapper, that let you use the skills of the job until you switched to the next job, unless you mastered it enough to permanently keep the skills. So a combination of this with FF2's leveling feature would be pure genious for me.

But think about exploration as well.

My two favorite games were Wild Arms and Breath of Fire.

In Breath of Fire, each character had something unique in terms of exploration that allowed to get further into the game and find unique treasures. For example, Ryu could fish and eventually find the ultimate Dragon Power that led to the real ending of the game. Karn was a thief that, with the help of Bo, could break walls and find hidden thieves that passed on their skills which allowed him to merge with the other characters in battle. This created some awesome super party combos.

In Wild Arms, each character gained new items that opened up new techniques for dungeon crawling. Rudy could bomb walls, Jack gained the hookshot, Cecilia had hear Tear Drop, and each of them gained 3 or 4 unique traits for further exploration as the game progressed. Once you gained a new technique, you were inclined to revisit previous dungeons to explore areas you couldn't have done before.

In the end, it really boils down to:

1. Story and Setting
2. Mapping and Resources
3. Balance between Gameplay, Story, and Battle
4. Optional Content
5. Unique ideas for exploration

These are very basic rules to apply, and within each category, the list can certainly grow longer. But as long as you keep these 5 points in mind as a quick guide, you are one step closer in creating a decent game.


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