CRYSTALGATE'S PROFILE
Crystalgate
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Out of content - Time to restart, right?
Anything the player learns or finds before the final dungeon can be used for at least one dungeon. That's usually enough for me. That's also about as long as I can stand to play without finding anything new. Once I'm "finished" building my party, the game should end after one dungeon as far as I'm concerned.
I cannot stand New Game Plus like that in Chrono Trigger. One-shooting enemies doesn't work for me. I have played Chrono Trigger twice, but none were New Game Plus and I'll never play New Game Plus no matter how many times I replay it. I am however open to taking with me my old builds if I can pit it against upgraded monsters like in the Diablo series Nightmare and Hell mode and Demon's Souls NG+. In other situations however, if a game is good enough for a second playtrough, then I play it again from the beginning.
I cannot stand New Game Plus like that in Chrono Trigger. One-shooting enemies doesn't work for me. I have played Chrono Trigger twice, but none were New Game Plus and I'll never play New Game Plus no matter how many times I replay it. I am however open to taking with me my old builds if I can pit it against upgraded monsters like in the Diablo series Nightmare and Hell mode and Demon's Souls NG+. In other situations however, if a game is good enough for a second playtrough, then I play it again from the beginning.
Reminiscence: The WTF Saga
The problem I had with the thief was that his steal failed most of the time and when it did succeed I usually got the useless strings. The number of times I got something useful can be counted on the fingers. Scan wasn't very useful to me, I learned which element the wizard should use just fine without it. His gold gathering skill can get you slightly better equipment (provided you don't grind for the best equipment anyway), but since better equipment in general means better combat ability and the thief has a relative bad combat ability, that doesn't seem to pay off.
I'm surprised about the knight earlier being able to solo. His defense advantage in my file was 13 points over the fighter and a bit more over other characters. Since one point of defense in average only reduces damage by a half, this shouldn't be such a big deal, especially not since several attacks in one or another way doesn't care about defense. Granted, I didn't have the best equipment there was.
The problem with the Cleric is not that he lacks useful spells, he does have a set of very useful spells, rather it is that you want a way to guarantee that you can get the healing of faster than the boss can act. Having the worlds most powerful healing isn't useful if a boss injures a party member one turn and then the next turn finishes him/her off before the Cleric manages to heal. The Battle Mage can simple cast Speed Up the first turn and then not having to worry about it. With the Cleric you either want someone else to cast that buff or you have to rely on a faster character to heal in critical moments. The first option requires you to bring a party member who doesn't mix well with the Cleric and you rather not have to do the second since that costs you damage output.
Anyway, I thought I report two bugs while I'm at it. You can repeat the event with the urine goblin in the well despite the graphics not being there. There's a similar problem with the thieves in the tower, if you choose the wrong option you can just climb back up and then go to the southern-most chair which will initiate the whole conversation again despite the thieves having left.
I'm surprised about the knight earlier being able to solo. His defense advantage in my file was 13 points over the fighter and a bit more over other characters. Since one point of defense in average only reduces damage by a half, this shouldn't be such a big deal, especially not since several attacks in one or another way doesn't care about defense. Granted, I didn't have the best equipment there was.
The problem with the Cleric is not that he lacks useful spells, he does have a set of very useful spells, rather it is that you want a way to guarantee that you can get the healing of faster than the boss can act. Having the worlds most powerful healing isn't useful if a boss injures a party member one turn and then the next turn finishes him/her off before the Cleric manages to heal. The Battle Mage can simple cast Speed Up the first turn and then not having to worry about it. With the Cleric you either want someone else to cast that buff or you have to rely on a faster character to heal in critical moments. The first option requires you to bring a party member who doesn't mix well with the Cleric and you rather not have to do the second since that costs you damage output.
Anyway, I thought I report two bugs while I'm at it. You can repeat the event with the urine goblin in the well despite the graphics not being there. There's a similar problem with the thieves in the tower, if you choose the wrong option you can just climb back up and then go to the southern-most chair which will initiate the whole conversation again despite the thieves having left.
Proper Enemy Design I
I think it's not only a question of how unpredictable enemies are, but also in what way they are unpredictable. Let's say we have a boss which each turn stuns one of the characters. With a standard RPGM four member party, that means only three will be able to act on a given turn and if the target chosen is random the player can't predict which three it will be that are available. This makes that element very unpredictable, but how this plays out changes drastically depending on if the boss stuns a character at the beginning of a turn or at the end of a turn.
If the boss stuns a character at the end of the turn, the player will know which characters that can't be used for the current turn, but she/he can't know who will be targeted the next turn. However, if the boss stuns a character at the beginning of the turn, the player won't even know who can act for the current turn. I prefer to have it at the end of the turn.
Making it at the end of the turn means the player has to form four different strategies depending on who is stunned. Making it at the beginning of the turn means that the player have to form one strategy that accounts for all four outcomes. Of course, other circumstances can also force her/him to adapt. How healthy the characters are and whether or not the boss is about to launch it's strongest move will affect the strategy. Even so, have the stun happen at the end of the turn creates four different situations for every single situation there would have been without the stun gimmick.
Whenever you give monsters a skill and/or AI setting you should be conscious on how it affects the strategies the player has available. The options will add and remove strategy. For example, taking an enemy who only has a physical attack and giving it a spell as well will remove some options. Inflicting blindness, boosting party defense or debuffing enemy strength now only has a 50% chance of doing anything at all. In theory the player can now also inflict silence, boost party magic resistance and debuff enemy magic, but in practice you will rarely see players use strategies which only will do anything at all 50% of the time. This is however not necessarily a problem. There are still other strategies available. Sleep and paralysis for example doesn't give a damn about what kind of attack the enemy uses. Removing some strategies can mean that the player has to search for other strategies.
Consciously changing which strategies are useful and not useful between every enemy can force the player to adapt and ensure that not all encounters are the same. However, this requires that you don't leave a catch all strategy that will always work like the "kill it fast" strategy Anaryu described. Also, for the best result you both want to close of a lot of strategies and leave a lot of strategies available simultaneously. If you don't effectively close of a lot of strategies the player can pick two general purpose strategies and they will then work for 95%, or more, of the battles. One the other hand, if you don't leave a lot of strategies available you're not really letting the player formulate it's own strategy, the player can only use the strategy you devised or fail.
What I think would be even better is if enemies closes and opens up strategies depending on what move they use. That way, while the first turn against three dire wolves will always be the same, subsequent turns will be fought differently depending on what moves the enemy chooses. The stun gimmick I described earlier is one such scenario although that particular one may not be very appealing. In any case, my main goal is to find ways to accomplish exactly that.
If the boss stuns a character at the end of the turn, the player will know which characters that can't be used for the current turn, but she/he can't know who will be targeted the next turn. However, if the boss stuns a character at the beginning of the turn, the player won't even know who can act for the current turn. I prefer to have it at the end of the turn.
Making it at the end of the turn means the player has to form four different strategies depending on who is stunned. Making it at the beginning of the turn means that the player have to form one strategy that accounts for all four outcomes. Of course, other circumstances can also force her/him to adapt. How healthy the characters are and whether or not the boss is about to launch it's strongest move will affect the strategy. Even so, have the stun happen at the end of the turn creates four different situations for every single situation there would have been without the stun gimmick.
Whenever you give monsters a skill and/or AI setting you should be conscious on how it affects the strategies the player has available. The options will add and remove strategy. For example, taking an enemy who only has a physical attack and giving it a spell as well will remove some options. Inflicting blindness, boosting party defense or debuffing enemy strength now only has a 50% chance of doing anything at all. In theory the player can now also inflict silence, boost party magic resistance and debuff enemy magic, but in practice you will rarely see players use strategies which only will do anything at all 50% of the time. This is however not necessarily a problem. There are still other strategies available. Sleep and paralysis for example doesn't give a damn about what kind of attack the enemy uses. Removing some strategies can mean that the player has to search for other strategies.
Consciously changing which strategies are useful and not useful between every enemy can force the player to adapt and ensure that not all encounters are the same. However, this requires that you don't leave a catch all strategy that will always work like the "kill it fast" strategy Anaryu described. Also, for the best result you both want to close of a lot of strategies and leave a lot of strategies available simultaneously. If you don't effectively close of a lot of strategies the player can pick two general purpose strategies and they will then work for 95%, or more, of the battles. One the other hand, if you don't leave a lot of strategies available you're not really letting the player formulate it's own strategy, the player can only use the strategy you devised or fail.
What I think would be even better is if enemies closes and opens up strategies depending on what move they use. That way, while the first turn against three dire wolves will always be the same, subsequent turns will be fought differently depending on what moves the enemy chooses. The stun gimmick I described earlier is one such scenario although that particular one may not be very appealing. In any case, my main goal is to find ways to accomplish exactly that.
What are you working on now?
How important is aesthetic character customisation?
Being able to customize those things are nice, but far from necessary. Under no circumstances do I think you should shoehorn those features in. If the game is set up so that it naturally leads to this kind of customization (WRPG like game) then go for it, but if you need to sacrifice from other aspects of the game to accommodate for aesthetic customization then it's not worth it.
It is also meaningless for me to be able to name the hero in a heavily character driven game like Final Fantasy games. In those cases I don't view them as my character and I consider it the game maker's job to choose a name. This applies equally to games with silent protagonists.
It is also meaningless for me to be able to name the hero in a heavily character driven game like Final Fantasy games. In those cases I don't view them as my character and I consider it the game maker's job to choose a name. This applies equally to games with silent protagonists.
Would this annoy you?
The player will need a hook. Why is the character moving around in the world map instead of searching for a nice man/woman and starting a family? It's one thing to play a game without any direction (as long as most directions in some extent is the "right" way that is), but there has to be a reason for the main character to do all the stuff he's doing.
Are there really only 5 kinds of quests?
I would say that there's really only one kind of quest: do something.
Seriously though, you can easily simplify the number of different quests to a small number. I see that people disagree with how small the number would be, but nobody seems to disagree that there really isn't so many different quests. However, I don't think that's such a bad thing, just think of how many great games there are whose concept is "defeat the enemy."
Seriously though, you can easily simplify the number of different quests to a small number. I see that people disagree with how small the number would be, but nobody seems to disagree that there really isn't so many different quests. However, I don't think that's such a bad thing, just think of how many great games there are whose concept is "defeat the enemy."
What would you like to see with an enemy generator?
Unlike Lunar where the game developers knew what stats they are giving the characters, the maker of this engine won't know what stats the user will give his or her characters. For example, I have played an RMXP game where it wasn't uncommon for characters to have more than twice as much Physical Defense as they have Attack Power. In order for that to work, enemies have to have less Physical Defense, but more Attack Power, than the playable characters. That was also the case. The current enemy generator however cannot produce that result. Either enemies will have more in both stats or less in both stats.













