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Found 7 results

  1. gunsage

    Tough, But Fair

    Why is it that some games are more easily tolerated than others that are considered "hard?" For example, I love games like Ghosts n Goblins, Dark Souls, the older Ninja Gaiden games, and basically anything Shin Megami Tensei, but I can't stand games like Super Meat Boy, I Wanna Be The Guy, The Impossible Game, the newer Ninja Gaiden games, and Devil May Cry 3. The funny part is with each game I can cite reasons I like AND dislike them, but it seems like it's WHAT I dislike about certain games that causes me to just plain not like them. For example, Dark Souls is a game that kicks you ass for a living, but you feel a great sense of accomplishment anytime you learn how to fight a boss well and beat him. Meanwhile, I never got that sense of accomplishment from the newer Ninja Gaiden games. With Ghosts n Goblins games, the levels were often obscenely difficult, but a treat to trudge through...yet with games like I Wanna Be The Guy and Super Meat Boy, I feel like they're difficult just for the sake of being difficult, even though it feels like they're trying to accomplish the same thing. For a lot of people, it seems like they're willing to forgive or otherwise look issues that are glaring and ridiculous to other people. I realize it comes down to preference, but one would think that if a game is deemed difficult, challenging, or tough that it would all come down to doing the same thing over and over until you get it right and enjoy the fact that you finally accomplished something ridiculously difficult...yet, I don't get that for some reason. I don't know, what do you guys think?
  2. Brosephus180

    abs Project Difficulty

    So I've been getting my toes wet with RPG maker, learning the basics(Eventing, Tilesets, Using basic scripts, etc). I want to implement ABS Combat. How difficult would it be to use and modify this to my liking? If it's possible, what's the simplest ABS to use? I have modified some scripts before, but they were very simple changes.
  3. LordSquirrel

    The Enemy is Adapting!

    Hello everyone. LordSquirrel here for my very first blog post! Today I wanted to talk about something I was planning to post in the Theory and Development, but decided that it may be more appropriate to do as a blog post. I wanted to talk about enemy adaption in rpg's. To clarify. I'm talking about how enemies adapt to the party's level, members, or health. I've currently been working on a game that I've given the codename of "The Plague", if you're wondering what it's about, don't worry, I'll be posting something either on this blog or the Theory and Development board detailing the outline of the story in a few days. Anyway. In the game you have several party members that can be recruited throughout the game, each character has a specific role in progress, (damage, healing, buffing ect...) and a thought occurred to me as I set up a early game boss battle, "What if I had it adjust it's moves and behavior based on what actors are in the party?" What I mean is, what if I had Crow (A character that specializes in ending battles quickly with either instant kill attacks, or by breaking through the enemy defense) in the party while the party is fighting a Boss who primarily focuses on turtling and waiting for the party to drain their MP reserves? Well the fight would be pretty easy as Crow can break through the Boss' defense fairly quick and then the battle would just be a few powerful strikes away from completion. And while I do like to reward my players for bringing the right tools to the fight I also like making the fight as difficult as I can. Started to add in some events that would check which actors are in the party, and would add, or remove skills based on which actors there were. While I was doing this a thought struck me, "Will people like this, or will they say it's just annoying?" after a while of thinking it over and getting nowhere I decided that I should ask you guys which you like more: Boss' that actively adapt to your party no matter what, or do you prefer it to be something that only happens on specified difficulties or special modes? The main reason why I ask is because I can't actually think of any game that does something like this.
  4. AJNR

    "Hard" Mode

    (To Mods: You can move this to Theory and Development if you want) Hard Mode Hard Mode is the highest difficulty given to a game (there are many exceptions where the difficulties will have custom names that exceed "Hard Mode", but the highest difficulty of a game is what we will consider "Hard Mode"). I will specifically only mention games that are Role Playing Games, or at least considered a Role Playing Game. Traditionally, RPGs are all about numbers; so upping the ante commonly pertains to increasing the number of an opposing forces' (Enemy's) parameters. This change is received differently based on the mechanics of the game itself. For example, the tactic of wearing the best items for a Turn-Based RPG will probably not work as effectively for an Action-Based RPG. But for sake of the RPG Maker, we will mainly consider the Turn-Based mechanic. (Because to be honest, the ABSs of RM are rarely as good as actual Action RPG Games, with the limitations of movement and flow with the RM Engine). Hard Mode: In Popular Media Since I mentioned that we will mainly be talking about Turn-Based RPGs, games like The Witcher 2, Dark Souls, Dragon's Dogma, Phantasy Star Online, Skyrim, Fallout, you get the idea, will not be given too much spotlight. This is because (as mentioned before) mechanics and design will not work as effectively in Turn-Based as they do in Action-Based, and vice-versa. However, we can include Turn-Based Strategy Games (such as Fire Emblem and XCOM: Enemy Unknown) since they are still Turn-Based. I'll mention examples of games, their difficulties and differences, and what it means to the player. All mentions are debatable and suggestions are always welcome. Development of Hard Mode Now we get into our own personal discussions about Hard Mode. The way we perceive and create Hard Mode in our own work is reflected by our experience with difficulty modes in the games we played personally. Some of us may just increase the enemies' stats, some of us may give enemies' new abilities, some of us may allow the reward to be increased, it all varies with how we have experienced these difficulty modes. Along with it's accessibility, such as changing the mode in-game, unlocking the mode after finishing the game, or allowing it as a feature to increase stakes in specific areas (think WoW's Heroic Mode). Usually we want to create our own mechanics, original or not, and then decide how difficulty changes that. Above Difficulty (in terms of priority), is Mechanics and Balance. A sum of par games published using the RPG Maker Engine seem to suffer a loose perception of Balance. Balance can go much, much further than "Enemy takes 4 hits to kill, Actor takes 6 hits to die", because if that is how you view balance in your game - it will honestly be criticized as bland and stale. It's very possible to make a difficult boss that doesn't deal ¾ of the Party's Maximum Health, it's very possible to make a difficult boss that doesn't practice common gimmicks, it all varies with your game's mechanics, and limited by your creativity. Playtest your game, fiddle with it in various ways, how many strategies does this increased Difficulty allow? How many would you allow? Balance compensation with punishment, that is what makes difficulty fun. Compensation doesn't have to be an Item, it can be a simple mechanic - such as FE: Awakening's "Rescue" mechanic (as mentioned before). Another thing is to also test the balance of how long it would take the Player to accomplish this one objective? Are you willing to have them grind 2 hours for a boss? Or are you going to allow the difficulty to raise experience gain? Or are you going to create an average threshold of experience that allows you to level up at a fair pace? These are all things at your discretion as a creator and developer. Your Thoughts of Hard Mode After reading all this, what is your opinion of this topic? What would you like to add personally to the concept of Hard Mode (and difficulty in general)? What's your advise to others about it? What are some ideas that you feel could benefit others? You're free to debate about what I've said, to add your personal thoughts about difficulty, to insert your ideas and why you chose them, your examples from games that you have played, and all that jazz. Things you could consider about development of ideas for Hard Modes could address things like: Is Level the main factor of success in higher difficulties? Would you allow to lower level characters to maintain efficiency? Does your game allow access to Hard Mode as New Game+? Does you think that grinding is a prerequisite for success? Do items have totally changed effects in higher difficulties?
  5. First of all, hello all! I'm currently working on my very first RPG Maker project, which is, in my opinion, pretty ambitious for being a first project... My current project is on hold for a few reasons, the only relevant one being that I can't seem to get the leveling and progression right. I had planned my party's levels to increase something like this: While it may seem as though I've got it all planned out, I'm not sure if what I want is a very good way to progress the game. Right now, I'm concerned that the party members that join may end up over/underpowered (same goes for the bosses) if I do not plan out approximately what level the player should be at when they show up. Another problem I'm having is overall difficulty. Wall of text in 3...2...1... So, basically, I'm asking if it seems like my project's current degree of difficulty feels appropriate. I'd like to hear something about how difficult the game should be, and around what levels... I realize that difficulty may be somewhat opinion based, but any input would still be welcome.
  6. I'm not sure if this is a problem or not so I wanted to get a few opinions. First, let me say my project utilizes an ABS. Boss fights in my project are difficult. Bosses launch varying types of attacks, move about a bit (depending on the boss type of course), call for allies, require puzzle/problem solving, and even the environment can sometimes injure the PC. Even the traps/puzzles can be difficult (mostly because they require you to not only accomplish a task but to also worry about incoming damage, whether from a trap or an enemy). Basically, it's quite likely for you to die multiple times throughout a stage. Before every puzzle/event or whatever, there is a save crystal. Some just allow for a save, some allow for MP restoration, and some allow for both HP and MP restoration. I've tried to limit the number of restorative items in the game so that there isn't an overabundance. I want players to learn how to dodge and/or block attacks not just spam the healing potions. As of now, I'm having a hard time defeating the stage 1 boss in my project during playtesting. I'm probably 1 for 4 on average. Is that a good thing or is that maybe too difficult? Take into account, the first boss requires no special trickery or puzzle solving to be defeated. You only need to dodge/block attacks and strike. There is however, floor damage in some parts of the 'boss fight scene' map. So I'm really asking: What are your opinions on difficulty in regards to what I've mentioned about my project?
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