@Sync: The issue with that is obviously that for every new party member you obtain, there would have to be additional scenes for them. Worse still is if you lose party members, thus forcing there to be a bit for each character in the team for every scene.
For four slots of characters, assuming that there's only three extra playable characters on top of your main, that would give you eight distinct scene combinations for every battle lost, i.e. if each '1' bit is a character, and the rightmost bit is your main character that always occupies that slot, the party combinations would be: 0001, 0011, 0101, 0111, 1001, 1011, 1101, 1111
Unfortunately, that's quite a lot for anyone to be expected to keep up to date with.
@Lucky777: Non-fixed means the wandering monsters you bump into to fight. As a note, in Project X I think more people complained because of the implementation of the attack itself as opposed to the sex vs death part. The trick behind the game is that all enemies attack you through rape, usually in some comical fashion. In most cases e.g. non-bosses, you have a split-second window to press the special attack button to break free of an attack. The monster's attack in this case (a boss, btw) instantly killed the player as opposed to dealing damage (in a game where the majority of characters can take three or four hits before losing a life.) While vore was considered a turn-off to most, it was far more frustrating to deal with a boss with instant death attacks to some.
@ KITamaru: See, to me, going off of a design perspective, mechanics should always come before story and such. This is mostly a way of thought brought upon by the games of yesteryear, where the setting and monsters had about as much to do with the game as a doberman running for state senator. With the dungeon crawlers of the 1980's, you were usually given a dungeon or series of dungeons and an excuse plot to go through them. For consoles, Final Fantasy basically told you "The world is in tumult because the crystals burned out, go fight the fiends and relight the crystals," whereas Phantasy Star told you "The galactic governor is evil and is releasing monsters everywhere, plus he killed your brother. You should totally gank his ass." Games like Might and Magic didn't even bother to give you any real plot and expected you to go at it on your own.
~WARNING, TL;DR SECTION AHEAD. PLEASE SKIP NEXT TWO PARAGRAPHS IF YOU DON'T GIVE A FRAK~
As far as plot goes, DLab is closest to Wizardry I: Get to bottom of the dungeon, accomplish task X, where X is rescue princess or kill sorcerer or whatever, optionally get out. While story is not a bad thing, in my mind the key thing to remember is that every game is a game, no matter how good the story may or may not be. If the gameplay doesn't make you think or force you to come up with new ways to tackle introduced elements, then you're probably going to bore your players. As a note, this is one of the major gripes I have with companies like Squaresoft and their fanbase: Square dumps millions of dollars into a video game of all things, to produce great CGI and have a massive world and characters that live out their lives in front of you without any player input, and they leave their gameplay to be subpar in most cases. Final Fantasy 6, easily broken just through grinding every now and again or doing side-quests; Final Fantasy 7, can mostly be won through the attack button and intelligent use of magic when against tougher foes; Final Fantasy 8, easily broken just by playing with the game's Junction system as it's supposed to be used; these games are pretty much called the favorites of the entire fanbase despite playing like crap (and their stories aren't exactly the most intelligent to follow either.)
Obviously, that doesn't look like it helps my argument much. But, let's try something else: Final Fantasy 10 has a shit story. If you cut about three or four characters out of the story and focused on the rest, it would end up being this really endearing tale of a father figure sending his best friend's daughter off to die for the sake of the world, joined by two friends who have major emotional troubles with each other due to their past but are putting their differences aside to accompany their friend for the last time. As it is, I played the game way more than 6, 7, and 8, just due to the fact that the gameplay was superb; You had a bunch of specialized characters you had to switch between in the midst of combat in order to exploit enemy weaknesses. Perfect. 12, commonly hated by most of the fanbase, was absolutely awesome because it was just like 10, but with real time wandering around the battlefield, plus the fact that you get to customize all your characters how you want them to be. The story I didn't really care too much about, but it was told in an interesting fashion: You'd travel around the world with very little narrative to guide you, and you'd occasionally use clues given to you to find monsters or further the plot. It doesn't force plot down your throat, which is great.
~TL;DR OVER~
So I think I had a point in all of that, but I think I might have lost it in the midst of typing. As it stands, a lot of people aren't going to give two damns about narrative if the game isn't entertaining in most cases, and a good game can commonly overcome any plot handed to it. I don't need plot to play Ikaruga, but it makes the game more interesting as a whole. The original Final Fantasy gave you an excuse plot to help you learn about your world, and then populated the place with NPCs that helped teach you more about this strange new place you and your characters stumbled into, and for most people that's all they needed.
Now, thinking about segregation and unification of gameplay and story elements, DLab is mostly, for all intents and purposes, a dungeon crawler with typical JRPG elements.
Let me define the term 'dungeon crawler' for a moment: An RPG where you usually, but not always, are given a nameless cast of characters; where you explore linear 'levels' of the game world, typically split into a linear or non-linear choice of areas to explore; where the challenge of the game comes from proper management of your team, as well as having to deal with puzzles and mazes; where most of the game is handled through a heavy reliance on randomized elements and parameters that can increase and sometimes decrease that affect the amount of luck involved.
So, DLab, in my eyes, is a dungeon crawler, but lacking certain gameplay elements. Things that I enjoy in DLab that remind me of a dungeon crawler:
- The Gargoyle Room: This is a maze, where failure to traverse it properly initiates a battle sequence.
- Assassin AI: These guys have an apparent elemental weakness that can be exploited, as well as carrying a multitude of attacks that can ruin your day. They have strengths in that they can poison you, and that their evasion and hit rate are absurdly high. This calls for you to exploit attacks that can finish the fight quickly and efficiently, as well as ones that are accurate.
- Lack of free healing: Some people will probably gripe about this one; I think it's a great thing. A dungeon crawler is all about resource management: Knowing how far you can go before running out of hit points or magic, deciding whether to use the elixirs you're carrying to refresh your status, always making sure you're stocked with all the elixirs you need, knowing whether to use a high powered spell or to save your magic points and use your standard attacks instead. Having free heals removes the challenge, UNLESS every individual battle is a case of life or death. In that case, having numerous healing points when the enemies can reduce you from 100% HP to 50% HP in every battle is a boon.
One thing you should decide is whether you want the game's challenge to be based around individual battles or around long treks. If it's about the battles, you should jack up the toughness and abilities of enemies and put healing points around just as you are at the moment. If it's about going through large sections while managing your resources, you should use healing fountains more sparingly. One idea is to have healing at a cost; in mechanics terms, you may be able to refresh your HP at a cost of Purity or Gold. Perhaps there is a random chance of a combat encounter, or, in narrative terms, a chance of being captured and transported to another area. Maybe certain places will inflict status ailments on you for resting, or maybe they don't restore your parameters to 100%. Otherwise, players should know that they have money, and they have potions and elixirs to utilize.
Things to consider, as far as the game is concerned:
[list]
[*]Mazes: This is a dark labyrinth, after all, so being more labyrinthine would be welcome. The slime area and the assassin section act as decent pseudo-mazes, but otherwise are relatively simple to traverse. Toss in more twists and turns, as well as dead ends and teleporters, perhaps 'find item X to open door' sections, maybe add puzzle elements and walk-through walls with hidden passageways. Maybe have a section like the Gargoyle room where stepping on the wrong square teleports you back to the entrance of the room, and you have to map out either physically or mentally the proper path. Narratively, a good place for a maze would be the plant room; it begs for a hedge maze of sorts. With this example, if the beginning of the maze had the healing fountain, and the maze itself had a couple different enemy types of various difficulty (and maybe 'hotspots' that if you step on them, tentacles bust through the wall or ground and you have to face a monster) you could turn it into a section that wears down the player before they reach the boss, thus requiring them to make sure they're stocked on items before entering, lest they have to turn back due to being unable to take down the boss.
[*]Narrative: Funny thing to mention, I know. Part of the game that interests me is that the Syndicate, for the most part, are working outside of the law because the law are apparent jerks (hence why they kidnap a noble.) What would be nice is to learn more about the world, perhaps with more bar or barracks sections. For instance, you can talk to a guy to get news from the outside world about a war that's going on, or that the plague hit, or that a person has gone missing. Later in the game, you use that knowledge to help tell the story to the player, i.e. the person that went missing is a person you stumble upon in the labyrinth. Perhaps you could even make it so that the player has to pay to obtain rumors, like having to buy a guy a beer or do him a 'favor'.
[*]Puzzles: If the most important part of an RPG is getting the player to feel like they're in their character's shoes, then the second most important part is engaging puzzles. Reward players for exploring by giving them cryptic clues written on walls, slips of paper hidden inside books, keys hidden under beds, and passwords given out by drunken guards. Encourage players to take notes and to make maps to continue. Alternatively, offer players choices of how to accomplish tasks. One thing I enjoyed was that I could either seduce the soldier to find out where Gwyn was taken, or I could beat the information out of him; depending on the character, if a door is locked, they could just smash it down or use magic to bust through as opposed to requiring them to find a key. Obviously, they miss out on earning experience, gold, information, and items by doing so, but at least they aren't forced to follow a set path.
Now, as far as combat balancing goes, I've never actually used RPG Maker before, so figuring out how anything even works would be step one if I were to do hands-on work. Otherwise, I can write out formulas, give ideas for technique and stat progression, offer enemy AI routine examples, and et cetera. I've really got to figure out how that program works one of these days...