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    Making a traditional game...

    I wish to create a traditional RPG game using an RPG maker. What i mean by traditional is that it tells a story your characters follow it. That's about it. No fancy battle system (if I make it in RPGM2) or anything like that.

    Only thing is that I couldn't really "sell" my game like that. But I wish to tell a story, not make a huge deal with stuff standing out. I was wondering if I did make a game like that, would I be able to at least get even one person to play it?

    #2
    Re: Making a traditional game...

    There will always be at least one person who plays it.
    "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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      #3
      Re: Making a traditional game...

      You can still sell it by making the story good and getting us interested in it.
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        #4
        Re: Making a traditional game...

        I'd play it. Sure.

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          #5
          Re: Making a traditional game...

          If all you're interested in is telling a story, don't bother with the game. Write a story.

          If you want to create a game which has focus on the story... well, if the story is quality enough, it should be easy to "sell." Some people--a lot, in fact, care about the story of an RPG more than any other aspect.

          I for one can't finish a game with lousy gameplay.


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            #6
            Re: Making a traditional game...

            Well you could try to make a 'DVD', like Tabloid. A lot of people enjoyed that and it was just a story, that took advantage of the camera customization of RPGM2.

            To add to that, if you're not going to change the battle system at all, please do us all a favor and just don't have battles, or think of another way to do them, or have few of them. I know I despise the default battle systems of the games, and really don't enjoy games that don't add anything to it. So if you just want to tell a story, just do that, don't force gameplay into something that really isn't a game.
            Last edited by thetruecoolness; 03-26-2007, 02:31 AM.
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              #7
              Re: Making a traditional game...

              I'd say do it for the hell of it. Don't get wrapped up in the whole "sales" aspect of the thing if you're doing it just because you want to do it.

              I've been thinking of doing a few generic games, maybe 1-2 hours in length. Nothing special, just pick a basic plot and run with it, have a few laughs, post it here to see if anyone likes it.

              I'd also recommend a name like "Aaron's Quest" if you want downloads.

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                #8
                Re: Making a traditional game...

                If its a well-told story, even if it is like every other game, people will play it, especially if you just made it because you wanted to, not worrying about whether its different or not.

                Usually when someone makes a game they want it to be different so it will be accepted by the masses, but the problem with that is that you'll have to make a story based on what you think people want to see, and usually that makes the storyline suffer...if you have a story you're telling and you dont care about what people want then you can make it the way you want with all the details.

                Basically a game you make for yourself will go a lot better then a game you make based on what others want, because you dont have to worry about "What will sell this game?"

                And plus you gotta think about it, everyone wants their games to be different, so is there really any real traditional rpg games out there that are good??
                Last edited by JPS; 03-26-2007, 09:49 AM.

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                  #9
                  Re: Making a traditional game...

                  The only detail about simply writing a story instead of turning it into a game, some people can't write fight scenes. I know I can't. That's what I like about RPGs. All I have to worry about with battles is balancing it out and making the attacks interesting enough. I'll leave it up to the player to decide exactly how the battle plays out.
                  "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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