BretHudson
Indie Game Developer
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
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
Last edited: