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    Cast of characters

    How many characters do you think is enough to provide players to choose from in a RPG? I like a huge cast of characters, but I'm not the only one who would eventually be playing my game. So, I wondered if people like a lot of characters to choose from, or just the basic archetypes (fighter, warrior, mage, etc.).

    I want to have a lot, because I want every one to be unique. Making them unique also limits them somewhat in what they can do, so...having more allows me to cover all the bases.

    I plan on having 16 characters to choose from. Some available at the beginning of the game, and some later on as you adventure. Maybe even have some as hidden characters that you have to unlock through quests or puzzles.
    18
    6-8
    22.22%
    4
    8-10
    50.00%
    9
    10-12
    11.11%
    2
    12-14
    0.00%
    0
    14-16
    5.56%
    1
    16-20
    11.11%
    2

    #2
    Re: Cast of characters

    The number of characters should match what you have set up in the story; no more, no less. One thing I never liked about games like Chrono Cross and Suikoden is that there are 40+ characters to choose from and all of them are generic and boring. To put it simply, I have never encountered an rpg that didn't follow a Dungeons and Dragons style class archetype that didn't have characters that were useful in certain situations. In other words, unless the story calls for it, I will ALWAYS use the exact same 3-4 characters in the end of the game that I used in the beginning. The reason is, there's never a situation that calls for a certain character that has a certain ability.

    So yea, there's no point in giving the players a choice in over 16 characters unless your story calls for it or you specifically designed your battle system so that each character is actually useful. Otherwise, I'll always take a fighter, healer, spell caster, and maybe another fighter. Always.

    Plus, a lot of characters means less character development. Another problem with Suikoden and Chrono Cross (using those as an example).

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      #3
      Re: Cast of characters

      I prefer to have only a few choices. Like Marcus said, you usually end up using the same group the entire game anyway. I like to be able to decide which character is the fighter, which is the mage, etc. And then I can choose whichever character's I like instead of having 2 mages to choose from niether of which I like. For example. And if there's a main character that is used at all times then having many choices is a waste as changing parties causes the main character to be very overpowered compared to the rest.
      I want that Mulan McNugget sauce, Morty!

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        #4
        Re: Cast of characters

        Well if you were going to use 16 characters, you would have to do it wisely. Maybe in one part of the game, your party has to split up, and you take control of each party member.

        If you have 16 characters, your going to have to give each one a unique ability that is useful.

        *EDIT*

        Why don't you make 16 classes instead of 16 characters? So that way you can customize your characters anyway you'd like. Just a suggestion.
        Last edited by Lord_Mofop; 08-31-2005, 01:02 PM.

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          #5
          Re: Cast of characters

          I like having fewer characters in RPG games, because it is less to focus on, and it's easier for the player to develop a "connection" to those characters.
          sig removed due to banned words being in playlist.

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            #6
            Re: Cast of characters

            These are all great responses! I may cut it back to 12, not sure yet. All of the characters, so far, are very different. Now, I don't know if I will be able to transfer that into RPG Maker 3, but I hope I can.

            All of them have the obvious legacy of D&D in them. I'm a D&D player, got the red basic set for Christmas one year. So, yeah, D&D has a great influence on me as far as the basic classes (fighter, mage, priest, etc.), and I have them there. But, I've tried to give them a twist.

            As far as something unique, they all do! I've really tried to come up with not only an interesting backstory, but really class defining skills for them. Here is a taste of some of my characters, and yes, they all have that great fantasy lineage (Tolkien, Gygax, etc.), but with a little twist:

            Grummel, the lead character in the story is a Maergog. The Maergog are a blend of orcs and goblins, but have a much higher level of intelligence. They have fallen far in terms of organization of their ancient civilization, but still retain a strong family bond. Most live in semi-nomadic encampments, but a few permaneant cities from ancient times still exist. Grummel is a Nomad (his character class), who relies on his bow, mainly, but can use an axe as well. It is basically a hunter type, or Ranger. He has various self buffs and heal spells too, but nothing as powerful as a priest.

            Aralannis is an elf, who has been branded an outcast for continuing his usage of the ancient path of the Warwraith (working name, may change). The elves believe that their dead stay in the material world to help their former friends, and family, in their everyday lives. The Warwraiths were an ancient fighting order, who used their ancient relatives to gird themselves for battle. Spirits of the dead were used as a sort of focus, to enchant armor, and weapons upon their very bodies to fight their enemies. The practice of the Warwraiths was outlawed by Prophet Maclenineuis hundreds of years ago, as it was said the spirits were being tortured and twisted to an evil and selfish end.

            Lyre is an animated construct that I plan on having as a hidden character. You can choose to free him from the bondage of his oppressive master, and thus you can then have him in your party. Lyre is made up of dozens of dead bodies, and infused with their spirits. One main spirit usually drives the abomination, and Lyre's is the spirit of a Spellsinger (Bard) who in a fit of jealous rage killed his wife and family when he found her in bed with another man. Lyre looks looks like a large, undead ogre, but with faces, arms, and legs jutting out from his body at odd angles. He has an oddly fascinating voice, though, and can use the voices of the other dead spirits which make up his body to enthrall friends and foes alike.

            I have more, like I say, but I am trying to make each and every one unique.

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              #7
              Re: Cast of characters

              It all sounds great, but these ideas might be limited in RPG Maker 3. For instance, the whole goblin/orc character, for the graphic you might to choose one or the other. And as for him equipping a bow or axe, it looks like on character can only equip one weapon. I'm not sure though.

              Comment


                #8
                Re: Cast of characters

                I generally tend to like a large cast of playables, so I KNOW I will at least have favorites. I say at least 10 Playable characters. 8 developed, and 2 optional/partially developed. Secret characters are also very cool.

                A lot of time I am disappointed by a game in general, if there are no characters that I really like out of the whole party. Eg. FFX, Wild Arms 3, Legend of Legaia, Xenosaga, Atelier Iris. Games like Arc The Lad, Suikoden,FFVI, etc...tend to make me like a game overall when I can pick out at LEAST 2 favorites.

                When I start my RPGM3 and XP games, I plan on having large parties maybe something like 40 characters...not all in the same game, my game would be something like a Saga game X Phantasy Star III(the generations system).

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                  #9
                  Re: Cast of characters

                  Backstory is not important, what matters is what the characters do DURING the game. 12-16 is just too many, it is much, much better to focus your attention on fewer characters to ensure they are the best they can be. You really dont need Quina-type filler.
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                    #10
                    Re: Cast of characters

                    But Quina PWNZ. Um... wait, nevermind. But really, anything over 10 is too many.
                    .

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                      #11
                      Re: Cast of characters

                      I like to keep it simple, in my first Rpg, I had two characters which you had no matter what, and then you chose one of four paths, and then you would get two new characters, although there is 10, I incorperated them in different story lines which allows me to add deapth to them, and I think anything over 8 is way too much.

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                        #12
                        Re: Cast of characters

                        Personally I think that having more characters can make the story more interesting, so long as it doesn't go overboard; the more characters there are, the harder it is to give them all unique personalities. I always use all the characters available, raising them evenly, 'cause you never know when you'll be forced to use that character that you haven't been using since 20 levels ago. This is especially the case if party members not in battle don't gain XP, which seems to happen in a lot of RPGs.

                        Speaking of which, keep in mind that unless you have those out of battle gaining the same XP as those in battle, it's going to be rather difficult balancing your game if you have a lot of characters. You have to keep in mind that some people raise each of their members evenly, while others only focus on a certain group. You have to base difficulty somewhere in between the two playing styles.

                        Anyway, I don't mind you having a bunch of characters, but I recommend you reduce the amount of playable characters you're going to have. See which of your characters don't play much of an important role in your story. Maybe the subplots related to one or two characters can easily be used for a different character instead. By doing this, I effectively reduced the party members in my game from 12 to 8. The four dropped characters were either completely scratched or became temporary members or NPCs, while the remaining 8 characters all have important roles throughout the story.

                        Also, if you plan on making a comedy relief type of character, make sure there's at least SOME development on the character. For example, the only development Quina ever had was finding out that there's better food than frogs. Do better than that.
                        "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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                          #13
                          Re: Cast of characters

                          I think most RPG's are stupid in a sense that....

                          Your on the final boss and you have 8 characters in your party, yet like 4 only fight, and if your 4 fail, game over. Why can't the 4 that are not in your party come in and fight, not like they have anything better to do than watch.

                          <Zidanne> Oh no, Dagger, Steiner, and Vivi are dead and the boss is about to hit me, I hope Quina can use a phinoex down or help bring Freya and Amarant in to fight.

                          <Super Nova, 9999 damage to Zidanne, oh no! Game over!>

                          <Quina> Yeah, I could of saved the earth by staying on the sidelines and throwing Phinoex Downs so someone's always alive, but why use them when you can EAT THEM! YUM YUM YUM

                          <All creation is destroyed>
                          Last edited by Lord_Mofop; 09-01-2005, 02:02 AM.

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                            #14
                            Re: Cast of characters

                            I like a large diverse cast. Either like FFIV where you have twelve characters that alternate in and out but you have no more than four or five at a time, or FFVI where you can create a party of four out of 15 characters.

                            However I would say that large casts should not be mixed with a job system. It's a delicate balance. True.
                            The Cyclops having only one eye, needed to seek shelter from the harsh sun. The shadow cast by the spheres gave him temporary respite.

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                              #15
                              Re: Cast of characters

                              My opinion is this:

                              You want to cover all the archetypes, but you should still give the player a choice in who to use for what job. For say, have 4 fighters: 1 with higher AGI, 1 with higher STR, 1 with higher DEF, and one with a boost in magic and some healing and all of them have different moves (of course you can repeat moves between them). Cover the archetypes but give them a choice as far as who to use for the different jobs. I could list more examples but I think you get what I mean...

                              That's what I would recommend.

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