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Interesting Ways to make a New Game+ without an actual New Game+

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Hey folks! I'm back with another interesting question this morning... er well, day.

 

Is there interesting ways to make a new game+ without actually making the player fully reset? I know there's a plugin that Hime made that allows the player to carry everything over, and there's a script, I bet.

 

Examples include Golden Sun Dark Dawn, where you can't fight Dullahan until after you first beat the game, any Pokemon game, most noted being Mystery Dungeon: Gates to infinity and explorers of darkness, and Kingdom Hearts: Refusing of memories and 356/2 Days.

 

Right now, I'm running an arena as part of the new game+, but I'd love to hear some ideas. :)

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So you want a concept similar to, but not actually a new game?

Well, once you beat the final boss, you could have the player transfer back to the start point/wherever you want them and have them "free roam" the map finding optional stuff like your arena.

I haven't actually played any of the games you listed (well, I played Gates to Infinity, but never completed it)

 

If you use the transfer thing taking the player to x location, and use a "completed game" switch, then you can open up alot of new stuff to go and wander around and find.

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Do you mean 'post-game content' rather than 'new game+'?

 

If you do mean that then its a tough thing to consider; do too little and, meh, what's the point? Do too much and its the end of your game is no longer the end of your game.  And so often, the content feels hollow without the narrative purpose.

The only genre of games where continuing to play post-completion seems a viable addition to me are open-world games, where the main path is more or less equal to the other content.

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So you want a concept similar to, but not actually a new game?

Well, once you beat the final boss, you could have the player transfer back to the start point/wherever you want them and have them "free roam" the map finding optional stuff like your arena.

I haven't actually played any of the games you listed (well, I played Gates to Infinity, but never completed it)

 

If you use the transfer thing taking the player to x location, and use a "completed game" switch, then you can open up alot of new stuff to go and wander around and find.

What she said if ur really doing it.

 

  

Do you mean 'post-game content' rather than 'new game+'?

 

If you do mean that then its a tough thing to consider; do too little and, meh, what's the point? Do too much and its the end of your game is no longer the end of your game.  And so often, the content feels hollow without the narrative purpose.

The only genre of games where continuing to play post-completion seems a viable addition to me are open-world games, where the main path is more or less equal to the other content.

What he said.

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Well said, Vectra :P

 

Post-game content sounds like what you're inquiring about. Pretty easy to do, really. Beating the game turns a switch ON. Every post-game event is triggered by said switch.

 

New areas can open up (extra levels/dungeons, exta sidequests or even eplilogue quests. The latter would entail helping the nation/ world/whatever rebuild.

 

Usually stuff the player does in game creates a vaccuum of power in some way or another. There's a lot you can do with a nation or amothet person trying to take advantage of the instability, and the player nips it in the bud.

 

You can have character side stories conclude after the main story.

 

Luke Tarq said, whatever you do, put enough content to make it worth the player's time. Personally, I don't mind if a game has a ton of post game content. FF Tactics Advanced had a fairly long questline that took place after the main story was done. Twas an intersting epilogue to say the least :)

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Even the idea of getting an item after defeating the final boss (hey, a key!) and unlocking a new secret dungeon with treasures to help defeat optional bosses would be nice. A little treasure cove belong to the now deceased boss~

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 @Vectra  Putting more effort into posts would be appreciated. =3
Posting stuff like 'Yup', 'Agree' or similar stuff is just unnecessarily 'spammy'. If you agree with something, then there is still a place to state why do you agree. Thank you!

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 @Vectra  Putting more effort into posts would be appreciated. =3

Posting stuff like 'Yup', 'Agree' or similar stuff is just unnecessarily 'spammy'. If you agree with something, then there is still a place to state why do you agree. Thank you!

There's a reason why some forums have a minimum content rule.

 

OT: I'm not sure if it's quite what you're looking for, and it'd require some story work, but I had the concept of a sort of stable time loop at the end of my game. It'd be a lot of work in RPG Maker, but the idea would be that as you reach the very end of the game, you get transferred allll the way back to the very start of the game, with every single flag and variable reset. You could even go one step further, and have things change depending on the iteration of the pseudo-NG+ you're doing.

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@Chaosian- resetting all the variables and switches would be easy. All you need is a batch for each. Self swiches may be harder, but I'm sure there's a way to script a batch for all of them, too. Then you'd have to remove all items and equipment. That might bec trickier. Resetting gold and inializing the actors should be pretty easy.

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