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This is an interesting topic. I always try to make my games hard (people have even told me they're too hard) so I'm going to try and make my next game, for RPGM3, difficult. It's hard to tell though how difficult your game actually is since as the creator, you will naturally have a much easier time with it then most players will.
Yes, gone are the days of "hair pulling" hard games as far as 3 goes.
If someone feels they may yank a hair from it's follicle, they will just go into the events and adjust to a nice "Hairclub for men" setting. There will be comments like, "Well, I thought your game was a little unreasonably tough, but no problem! I adjusted a few things here and there and it was great! "
I'm going to make it semi easy, since i plan to focus mainly on story. i plan on making a crap load of sidequests though, but most will probably be fetch quests, but not tedious crap that is required to beat the game like in CC.
Mine will be relativly easy, provided you use skills when nessacary and actually make smart moves. If you just mash the attack button, however, you'll be slaughtered.
I'm going to try and make as hard as possible (for puzzles since it's more impressive). Since I haven't seen any games made with RPG Maker 1 that have any difficult puzzles besides Presto's Broken Dream. I'm going to attempt on making a difficult game with hard (and genius) puzzles because it's really hard to make hard puzzles (that are again, good) with RPG Maker 1.
Gameplay wise: Decent difficulty. How difficult it will be for me to make my game, well, that is another story
Anyway, I will try to make my game hard at times, easy at other times, but overall fun for people to play. You don't want people becoming frustrated, at the same time, not make them think it is too easy as well.
I am making the encounter rate low, because I know how annoying random encounters can be.
Normal battles will be semi-easy. Smart (as smart as I can make them) AI, a lot of strategy revolving around weakness and strengths, and strategy involving conservation of powerful, yet costly, spells/moves.
Boss battles I will try to make as hard as I can make them. Of course, not just have a super powerful enemy that can kill you in two hits, rather, try to make it as strategic as possible. Have the bosses coharts, healing him and strenghting him while he and them take down your party. You bassically have to find the best way to beat them.
Puzzles and Riddles will be hard...well...as hard as I can do with RPGM3. In early dungeons, of course they will be easy. But later on they will become harder.
All in all....I will try to make it as enjoyable as possible
Current Project: Writing the story for my next game. That is all.
I'll probably do like commercial RPGs. Start off relatively easy and eventually get to the point where a regular monster can take off anywhere from 1/4 to 1/2 of one member's HP.
At this point, that's the best I can do. I've never really finished making an RPG, so I've never recieved any comments on difficulty aside from the demo of Slayers' Reign, where people said that the battles were a little too easy (it was the beginning of the game, of course).
"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."
haven't finished one in like four years but with my current projects i'm gonna try and shoot for a level easier than alundra was. sure, it was totally awesome, but the puzzles made it the hardest game i've ever played, even kicking double dragon 3 to the curb.
the legends have returned...whenever i can finish these, lol.
I got the my only completed RPG done for the contest last month and difficulty level was something I was struggling with. I wanted the game's focus to be the story, not the battles and puzzles. In the end I tried to make random encounters infrequent and fairly easy, while forcing the player to try and conserve the bigger spells for when they really needed them. Bosses were moderately difficult in the early game to extremley challenging by the end. Most RPGs I've played I only get killed once or twice during the game, so that is what I was shooting for.
I put 4 or 5 tricky puzzles in the game. The last puzzle I decided to make a little easier after having a couple of friends playtest it for me. For the puzzles I wanted it to take the player 5 -10 minutes to solve the puzzles. More than that, I felt, would be too frustrating.
Ayase: "I was sort of expecting you to be a little bigger. You look kind of weak." Kazuma: "And in spite of the way you look, you seem to be a real b****."
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