What makes a good retro RPG?

BretHudson

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What makes a good retro RPG and enhances the formula?

While this post is mainly for personal use, I believe it could benefit many people. The question is summed up pretty well in the title. I'm wondering what steps can be made to improve on the retro RPG structure. What can improve battles? What's something that should never be done again? What makes a good RPG a good RPG, and what will enhance it even further?

I'm a game developer of 5 1/2 years, and started development on my RPG last spring, but quickly stopped developing it after school started to get crazy. I want to make sure that I make it right, and plan on modelling it after both Final Fantasy I and Final Fantasy VI. Those are what I feel are the most solid installments of the retro era, and plan on taking much inspiration from them, while still making a game that's different enough to be its own game. Any input on what you feel needs to be done would be great. I have a list of suggestions I've previously received but cannot find them at this moment. I will be updating this topic with the suggestions once I find them.

EDIT: I found the list!
-Make the game revolve around a bit less math and a bit more skill
-Come up with something new rather than use the old ideas, both in story and in battle systems
-Use a battle system that involves the player, so they aren't just mashing X
-Add a sense of accomplishment
-Smart AI: Covers their own, targets healer, etc
-Make the day/night cycle generate different types of enemies
 
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I would play Chrono Trigger, FF 6, and FF4 if you want to experience a old and really good RPG game. They usually have a good story for it's time, amazing music, tons of endings, and different ways that you could do things; like CT and the Court. If you did certain things during the Festival the town would either find you Guilty or innocent.

Edit- Ah you have already played FF 6 good job ! I would play FF 4 ( FF 2 US ) and Chrono Trigger to see how they work. As for a battle system, I highly recommend if possible going for CT's battle system, because it adds more choice to the player whether to fight or not. And it's less- step- step FIGHT- step- step- FIGHT- step- step- FIGHT.


 
A good retro RPG is the same as a good modern RPG:

- Turn-based, traditional battle system. None of this "innovative" crap that's ruining almost every RPG lately.
- World maps
- Random Encounters
- Solid characters, story, music
- Dungeons
- Varied towns (look at FF9: Cleyra, Treno, Conde Petie, Alexandria)

I guess it depends on what is considered retro now, but the above are everything that I would include.

P.S. I'm not biased in the slightest.
 
* Thread moved to Rocket Town, carry on :) *
 
lesbians ♥;1076300 said:
I would play Chrono Trigger, FF 6, and FF4 if you want to experience a old and really good RPG game. They usually have a good story for it's time, amazing music, tons of endings, and different ways that you could do things; like CT and the Court. If you did certain things during the Festival the town would either find you Guilty or innocent.

Edit- Ah you have already played FF 6 good job ! I would play FF 4 ( FF 2 US ) and Chrono Trigger to see how they work. As for a battle system, I highly recommend if possible going for CT's battle system, because it adds more choice to the player whether to fight or not. And it's less- step- step FIGHT- step- step- FIGHT- step- step- FIGHT.

Final Fantasy IV is a blast to play, but I have never tried Chrono Trigger. I've heard so many great things from it but haven't yet had a chance to try it out myself. I'm definitely going to look into it, as well so some other non-Final Fantasy RPG's from the 90's, to help broaden my understanding of RPG's.



A good retro RPG is the same as a good modern RPG:

- Turn-based, traditional battle system. None of this "innovative" crap that's ruining almost every RPG lately.
- World maps
- Random Encounters
- Solid characters, story, music
- Dungeons
- Varied towns (look at FF9: Cleyra, Treno, Conde Petie, Alexandria)

I guess it depends on what is considered retro now, but the above are everything that I would include.

P.S. I'm not biased in the slightest.

Turn-based for the most part should stay consistent, but I think it's good to have a little innovation in there. Nothing along the lines of the latest Final Fantasies, but some cool additions onto the established turn-based battle system. World maps are a must, which goes hand in hand with random encounters. The characters and story are constantly being worked on and revised, since that's what really makes an RPG survive the test of time. No RPG with a terrible story will make it long. Dungeons are something I've been hoping to include, and need to tie it in with the story more. I'll figure that out soon. Varied towns is really interesting, and definitely something to make sure is present in the game. I never really thought about it, but will make sure that there is some great variation in the towns of different areas.



* Thread moved to Rocket Town, carry on :) *
Thank you for moving it, I had a feeling I was posting in the wrong forum. :P
 
-Make the game revolve around a bit less math and a bit more skill
-Come up with something new rather than use the old ideas, both in story and in battle systems
-Use a battle system that involves the player, so they aren't just mashing X
-Add a sense of accomplishment
-Smart AI: Covers their own, targets healer, etc
-Make the day/night cycle generate different types of enemies

Some things about this list...

1. I never really played an RPG that used that much math... except for how much damage you do or how much health an enemy has left... :wacky:

2. When doing Retro gaming it is hard to do a battle system or story that hasn't been done before. I mean you can change places, characters, locations, names of items, spells whatever you want...
In the end Saving a princess is saving a princess, getting crystals is getting crystals. Magic is magic.

It all depends on how the story is told and how the "battle system" is used that makes a game great. I could do 10000000 redone ATB's or even regular TB vs. some of the more Action RPG's out there right now.

3. Thinking back on most RPG's (even from Sega/Nintendo era) all you really do is mash X (or A or B or...whatever you get what I'm saying.) Now I might have to scroll through a list to pick my item, or pick a spell, or even in some occasions (like with Sabin Blitz in FFVI) use other buttons to get a move to work, but in the end you aren't really using too many buttons in RPG's, unlike in FPS games or even Action games where you actually use more buttons, just you have to use them alot faster so it feels like you are "button mashing" (y)

4. Now this can be different no matters how you look at it.. completing the game could be called your "accomplishment." Is that enough? Do you need extra "super bosses" to make it feel more "accomplished"?

5. Smart AI... now this I can agree with... sorta.. I mean I don't want one that stands there and does nothing all the time :wacky:

6. a Day night/cycle? Very few games I have ever played will this matter... Pokemon is the main one I guess people would think of, but this is more for certain pokemon evolving rather than different enemies in most cases. In the end it depends on how you use it if this is even necessary.
 
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