Gamers' pet peeves
19 years ago
General
Hullo! I just finished Final Fantasy II game (Playstation's Origins version) before which I played FF8 and now I feel so feed up with interminable and not interactive interludes, mandatory sessions of level-upping and railroading leading to lame and often dumb storylines that I decided to give another personal try to games-making (after glorious yet bygone times of Spectrum's and C64's Basics:)
I have in mind a plot made of interactive not linked elements similar to those at which authors of FFX2 and Unlimited SaGa for PS were aiming at and enacted by characters with personality and not automatically obeying to every command (those who have played Princess Maker 2 will remember what fun that kind of interface may be, others should play that great game ASAP!) Anyways, while I'm conceptualising, I wanted to collect fellow gamers' peeves and wishes: what do you like and dislike most in comp games, especially RPs, you play? Do you enjoy collecting of stuff in games (cards, killed monsters and so on)? Which games' elements do you find most exciting and which one - most annoying? And what would you like to find in next game you'll play?
I have in mind a plot made of interactive not linked elements similar to those at which authors of FFX2 and Unlimited SaGa for PS were aiming at and enacted by characters with personality and not automatically obeying to every command (those who have played Princess Maker 2 will remember what fun that kind of interface may be, others should play that great game ASAP!) Anyways, while I'm conceptualising, I wanted to collect fellow gamers' peeves and wishes: what do you like and dislike most in comp games, especially RPs, you play? Do you enjoy collecting of stuff in games (cards, killed monsters and so on)? Which games' elements do you find most exciting and which one - most annoying? And what would you like to find in next game you'll play?
FA+

I don't play a lot of RPG's...
I'm thinking about a way to dump that, something with story-advancemnt's reards or somthing...
1) EXP found in the world, not the mosters
In all the above games, the best (in the first two cases the only) way to advance your character is to explore the world, and complete quests. Killing a random creature will gain you zero (or a pittance) of EXP, but you can find real charachter advancement rewards by uncovering hidden areas, or completing a difficult challenge. Grinding is eliminated, and this is made even more fun if the challenges can be tackled in a number of ways which brings me to:
2) Mutually exclusive upgrade paths
In order to have the player REALLY personalize their charachter, they need to be able to choose from multiple diferrent, equally viable but absolutley incompatible upgrade paths. In Deus Ex you could upgrade your body's systems in one of two ways. Do you want super strength or fast melee attacks? Fast running or silent running? Night vision or sonar? And so on and so forth.
System Shock 2 gave you three characher templates to start from, a way to choose your initial ability scores, and then gave you free reign to upgrade yourself. But of course there's just not enough upgrade points in the entire game to max out your hacking AND your heavy weapons, for example.
World of Warcraft gives each of its 9 classes 3 seperate "trees" into which to put your upgrade points...making it relateively rare that you'll see two players with the same class AND talent spec. Is he a protection warrior or a fury warrior? Feral or Restoration or Balance druid? etc.
Letting the player put their own "stamp" on the charachter's progress really enhances the player's involvement in the world and adds a lot of fun to the game.
What are you fav monsters?
But here's an idea: Rather than the typical FF approach to combat, where both sides just stand there and make little numbers appear over each other, perhaps make combat a turn-based tactical affair, so that victory depends at least as much on player skill as on charachter stats.