PolterGhost Wrote:@ KITamaru: See, to me, going off of a design perspective, mechanics should always come before story and such.
You and anyone else reading can Tl:DR the rest of my entire post. What I'm basically saying is
"See, to me, story and H should come before mechanics and such, and the mechanics should ABSOLUTELY not get too much in the way of either the story or the H."PolterGhost Wrote: 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.
EDIT: That's possible. I may have picked a bad example. Regardless, the simple fact is that there are posts mentioning how out of place death is in a "rape on loss" H-game, and I concur with those posts. The bottom line is very simple, and it has three parts.
1)Death is a turnoff except to fans of snuff. (I am not a fan of snuff.)
2) It has actually already been established that we are not going to kill the Primary 8 or "ruin them with extreme guro stuff" in this game, and that's the end of that.
3) I am in favour of it remaining so and not changing, so I oppose any mention of their deaths.
PolterGhost Wrote: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)
And this H-game is a favourite despite not prioritising mechanics.
Seeing a pattern? If ya ain't, it might be that mechanics and gameplay are absolutely fun, fine and dandy, but in an Hgame you need the H and lots of it, and in an FFgame ya need the plotz/character interactions and lots of 'em. Priorities.
Polgerghost Wrote: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.
I don't have anything against this except the places that inflict status ailments on ya, and the random encounters. Whatever you do, please remember that you're not aiming to make the game a pain in the ass.
Polterghost Wrote: 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.
Sounds pretty tedious to be warped back to the beginning of the room, really, and moreso to have to memorise a path just to continue through a single room. Not a fan.
Map memorisation skills are already necessary, and there's nothing wrong with including them, but things like rooms that warp you back to the beginning are pretty annoying to me personally, I gotta say.
Even for an optional sideroom, it sounds like a bit of a piss off, but you could totally include it with an item at the end or something.
Polterghost Wrote: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'
Legit, finding out stuff in bar sections is pretty cool.
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Polterghost Wrote: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.
The second most important part? I'll go ahead and disagree with that. Hell, I don't place any importance on puzzles at all. Rewards for exploring are all right, though, and optional shit that you can find with careful attention to exploration doesn't get any hate from me.
I never bothered to fully explore the assassin training ground until the latest patch, and when I did, and found the Magician's Bracelet, I was pretty happy.
I wouldn't make notes/puzzles particularly necessary "to continue" though, if what one needs them to continue is the plot of the game itself. I've never been a big fan of puzzles, and if they're going to get in the way of my plot and my H, I go from not being a fan of them to outright hating them. Implementing it in that way sounds like a guide for making one of those boring oldschool games that separate you from plot progression with tons of wandering and shit. Not a fan. Not a fan. DO NOT WANT.
Can't say I have anything against throwing in some optional ones sometime, though, for like ... I dunno. An item or something. *shrugs*
Polterghost Wrote: 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.
Legit. I agree with the gentleman that having numerous available avenues for progression is pretty cool. You've already got the "fuck/fight" dichotomy going, and you DO have the necessity to grind to some extent to be a viable fighter, and a place where you can do so, and later on you'll have the "Aid Elynsor/Aid Syndicate" dichotomy going. I don't have any objections to make to this suggestion/observation, really. Hell, so far from that, I adopt it.