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This looks pretty slick. Seems to me that the cave could use another light source though. Maybe by those crates?
Multiple Antagonists
author=Max McGee
I am strongly for it. Why not have multiple protagonist groups also, each with their own conflicting ideals and goals who DO NOT all band together in the end?
This is a really good idea and I don't know why I didn't mention it in the first post. I think this is pretty cool because it can lead to the player being in doubt about whether their band of protagonists is the right group to be working with if they see other groups, albeit with different ideals, working towards the same goal.
author=Max McGee
I love it when A is fighting B and then C unexpectedly shows up and it's like ohhhhhhhh shit! It gives me a special, good feeling when games do this. I love anything that adds a third side to a conflict.
This is my favorite thing to read/do. A Song of Ice and Fire does a damn good job of this, in my opinion.
author=eplipswichI'm not a huge fan of this unless there's a darn good reason for the secondary antagonist to do so. I dislike games where an antagonist joins the players because they had no idea just how evil the main villain was. (I mean, really?) If a game did this, I'd like to see that secondary antagonist join the players and then turn right around and stab them in the back after the players take down his former boss. This is a little overused as well, though.
There can also be games whereby the secondary major antagonist turns over a new leaf and helps the heroes defeat and main major antagonist and so on. Ideas, ideas :)
Which game was the biggest disappointement for you?
Golden Sun: Dark Dawn made me want to punch a child. It started out fine, and then started to suck. I especially loved that they introduced ancient civilizations and such out of nowhere when people in the game supposedly knew about them forever. That, and the fact they dumbed down the puzzles and difficulty and made it almost a child's game.
This. I mean, there's nothing wrong with an RPG having heavy dialog, but man...
author=Natook
Golden Sun: Dark Dawn - Way too much pointless, idiotic talking.
This. I mean, there's nothing wrong with an RPG having heavy dialog, but man...
Best Engine to Make a Strategy RPG
As Space_Monkey mentioned, VX has the GTBS. It's pretty easy to use and install and probably your best bet. http://www.rpgmakervx.net/index.php?showtopic=4843
It doesn't have everything you mentioned, but quite a few other scripts and some eventing will add the rest of those features.
EDIT: Ahh, ninja'd.
But anyway, you should at least tinker with VX before leaping right into multiple scripts, especially SRPG ones that wildly change how the engine works.
It doesn't have everything you mentioned, but quite a few other scripts and some eventing will add the rest of those features.
EDIT: Ahh, ninja'd.
But anyway, you should at least tinker with VX before leaping right into multiple scripts, especially SRPG ones that wildly change how the engine works.
Multiple Antagonists
I've seen this topic debated on a few other forums, so I thought I'd bring it up here. How do you folks feel about a video game having more than one antagonist? Antagonist in the sense of Big Bad, not in the sense of the Big Bad having more than one major underling.
The way I see it, there's two approaches to this. The "Naruto" (someone else's term, not mine) approach, where one villain stays in hiding but jumps up as soon as the first big bad is down, or the, for lack of a better name, "Golden Sun" approach where there's multiple antagonists and they interact, maybe even work against the player together. FFVII is a pretty good example of this, with Shinra and Sephiroth. I suppose there's a third way as well, where multiple antagonists work both against the player and against each other.
I personally am a big fan of the Golden Sun method. (I even use it in A New World) I think it fleshes out the villains if you see them interacting with/helping out someone else instead of just cropping up to attack the players from time to time. The Naruto method? Hell no. I HATE beating one bad guy just to have a stronger one pop out of the woodwork and tell me he's out to take over the world. The third one is the best, in my opinion. Having villains work against the players AND against other villains would really make a game great. Of course, it could also bog it down or needlessly complicate it. (i.e. too many characters, too many plot twists, etc...)
Anyways, I'm looking forward to hearing some opinions on this.Discuss.
The way I see it, there's two approaches to this. The "Naruto" (someone else's term, not mine) approach, where one villain stays in hiding but jumps up as soon as the first big bad is down, or the, for lack of a better name, "Golden Sun" approach where there's multiple antagonists and they interact, maybe even work against the player together. FFVII is a pretty good example of this, with Shinra and Sephiroth. I suppose there's a third way as well, where multiple antagonists work both against the player and against each other.
I personally am a big fan of the Golden Sun method. (I even use it in A New World) I think it fleshes out the villains if you see them interacting with/helping out someone else instead of just cropping up to attack the players from time to time. The Naruto method? Hell no. I HATE beating one bad guy just to have a stronger one pop out of the woodwork and tell me he's out to take over the world. The third one is the best, in my opinion. Having villains work against the players AND against other villains would really make a game great. Of course, it could also bog it down or needlessly complicate it. (i.e. too many characters, too many plot twists, etc...)
Anyways, I'm looking forward to hearing some opinions on this.Discuss.














