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Giving Player a Game's Backstory

Typically, telling the player the lore works best when said lore becomes relevant. Relevant lore is the least likely to be boring and most likely to also be remembered. If you have additional optional lore, then the player is the most likely to be interested in the part of the optional lore that's related to the relevant lore recently obtained. If you feed the player some lore needed, then searching around the place you got the lore should give you more information. If this happens in a town, then talking with NPCs should give you more lore and if it happens in an ancient ruin, then maybe there's ancient carvings or whatever dispensing lore.

I would not concentrate a piece of lore entirely to a single region though. It can be fun returning to an earlier place and realize that lore which didn't seem very important at first suddenly have a greater/new meaning now that you know things you didn't before. Clever writing can make lore that seemingly unimportant at first later turn out to be foreshadowing.

Large Numbers!!!!

Typically, I try to keep stats as low as I can without getting into situations where I'd want to upgrade something by half a point. For example, I once found out that one equipment piece needed to gain 1,5 times the defense of another equipment piece. This means they should at minimum get 2 respective 3 defense per tier. Then their starting defense will be that times the number of tier upgrades it takes to double their defense. From that I can also calculate how much defense characters need to naturally have. Usually I have already made a decision in line of 1/3 defense natural and 2/3 defense from equipment or whatever numbers I choose.

However, I also want characters who are supposed to be good at a particular stat to gain some every level. I don't care if a mage sometimes gain no attack at all from a level up, but fighters should always get at least one point of attack every level up. This gives me a minimum natural stat value.

If starting with minimum equipment values gives me unacceptable low natural stat values, then I try double up or maybe even triple up equipment values until the natural stats meets their minimum values. Occasionally, I have to rethink the ratio between the various equipment pieces and the natural stats of the characters to get values that I like.

Once I have attack and defense and their magical counterparts, I look at HP. I always have a damage algorithm in mind before I go into detail with stats. This lets me make a guess how much HP the characters need in order to survive the right number of blows. The exact values will have to be tested, but a fairly accurate estimation can be made. If I find out that their start HP has to be too high for my taste, I can slap on a /2 at the end of the damage algorithm. However, I don't want to slap on a higher division. Just like my taste says a character should gain at least one point in a stat it's good at per level up, my taste also says that at the minimum, two points of defense should reduce damage by one. That is, unless enemies are using an attack with a special "ignores 50% defense" property or something like that.

Basically, I go for the minimum values that gives me neat whole number.

Stronger Version of Skills; is it necessary?

I would advice against giving skills a low chance to inflict something. In my experience, a low chance to inflict something causes the skill to be treated as if it had zero chance. If the lightning skill has a 30% chance to paralyze, I must assume it fails to paralyze the enemy and plan accordingly.

In some situations you can just tone down the effects inflicted. For example, instead of 25% chance to lower strength by 40%, you can make it 100% to lower strength by 10%. This let's the player decide whether or not there are enemies who seem to be able to just barely kill a character in X blows and would need X+1 blows with just a little adjustment. 25% chance of making the enemy require 2X blows is rarely a good gamble.

This does not work in all cases though. Changing a 25% chance to inflict blind, which makes the enemy miss 75% of the time, to 100% chance to inflict blur, which makes the enemy miss 20% of the time, solves nothing. Instead of whether or not the status effect hits being left up to chance, now you instead left whether or not the status effect will even make a difference up to chance.

Analyse your gimmicks carefully. Whenever the player has to choose between X or Y, by default one of X or Y will be the obvious superior choice almost all the time. Any though you want the player to put into the choice will take ten times as much thought from your side.

Stronger Version of Skills; is it necessary?

author=Ratty524
Another thing, why go with the standard "elemental spells" that do nothing but different types of magic damage? Your weaker "early spells" could also have secondary effects, like a thunder skill which does low damage, but has a higher chance of paralyzing an enemy compared to a higher-damage skill which focuses more on raw power? Get creative! :)

Make them functional before you get creative. An underpowered creative skill will not be used and an overpowered creative skill will obsolete several other options available, just like generic skills will.

Anyway, you can do either way when it comes to whether or not you have multiple tiers of spells. However, a common approach is to make some skills tiered and other skills nicely scale up all the way to the endgame. More precisely, attack skills and healing spells have multiple versions, while other skills such as status effects and buffs, remains as useful or useless regardless of where you are. For example, a fireball that deals 100 points of damage will be more useful when enemies only have 200 hp than it will later when they have 500 hp, while a spell that increased defense with 50% will scale up in power as the characters gain more defense and that way remain useful.

This wrecks the mp system. The skills that remain useful will either be too expensive at the beginning of the game or too cheap at endgame. I try to make either all skills require an upgrade or no skills does. There are other options though. You can provide stronger versions for attack and healing skills, but give the upgraded versions the same cost as the lower tiered ones. Or you can use the most common method which is to say "screw it" and just throw in ethers, thus making the mp cost matter less and therefore obsoleting the issue off balancing it.

Accepting Criticism

Personally, I think that posting about the review here was a bad idea. Nevertheless, I don't think that doing otherwise would have prevented the drama, it would just have delayed it. A negative headline + a lot of replies will draw the attention of other people. Then the review gets more replies due to the extra attention which in turn draws even more attention. However, coming from a topic where most posts are discussing the importance off accepting criticism right too a situation where the author is not accepting criticism may have made people react more strongly than they would have done otherwise.

Edit: Post, pest, whatever.

Penalties for leveling up

Assume each level increases you damage output and survivability with 10 percentage points instead of 10%, meaning level 3 lands you at 120%, not 121%.

Anyway, most JRPgs may increase stats somewhat linear over time, but in terms "what level range is an enemy neither unreasonable hard nor trivial" you can't count it that way. Typically, in JRPGs when you level up your damage output will increase, you take less damage due to increased defense and your hit-points has also increased. A linear increase in stats leads to a cubic increase in advantage. Actually, it's often worse than that since JRPGs tend to use a subtraction formula which makes each point of defense give more advantage the more of it you already have. Reducing your damage taken from 5 to 4 is a 20% reduction while reducing it from 4 to 3 is a 25% reduction.

If you want to make your game a bit more free roaming than in the average JRPG, you need to pay careful attention to what advantage a player gets from leveling up. I'd recommend a "low, but noticeable" approach.

Accepting Criticism

author=amerk
What exactly are people meaning when they say "premature"? Do they mean reviewing a game as a demo before it's finished, or not getting through the entire game (how ever long that game may be)?

CashmereCat meant the former when he admitted to reviewing prematurely while Nouin (and Laber) meant the latter. Even after CashmereCat explained himself (at least twice), Nouin stuck to his own interpretation.

Penalties for leveling up

If you're making a free roaming game, you should probably keep the power growth much lower than in an average JRPG. Let's say you level up from 1 to 2 and both your survivability and damage output increases by 10%, that makes you 121% as strong right there. That's very little compared to the average JRPG, but two or so additional levels is enough to trivialize the starting area assuming the same growth.

Enemies: Intelligent or Interesting?

The tactic of clumping the enemies together and then hitting them with area of effect should only work if the enemy AI is much less smart than the teammate AI. If the enemies are also smart, they should refuse to clump together like that.

I do however agree that making enemies smart is not as good an idea as many people seem to think. For once, the smartest tactic for a boss is often to spam a single move over and over instead of varying up. Also, the slightest slip can make the smart AI extra exploitable. Imagine that the enemies always gang up on the one with highest offensive power like the example you gave. If the game has a defend command, that tactic will be a complete disaster.

Deleted Review

"Why should the player care about the protagonists wife?" is probably what he should have asked. It did look really funny to me too.