Maarten ter Huurne wrote:
> I really hate it when in RPGs pictures are loaded whenever you talk to
> someone. First disadvantage is that the music is interrupted, second is
> that the spinning up of the drive will take time, independent of how
> little data is loaded.
Well, you can keep the drive spinning beforewards.
Most Japanese games do this.
> These kind of graphics are cool, and I would like to see them in an engine,
> just not for every character.
It could be an option: if you have 256Kbytes, you
have character portraits; if not, you don't have.
> Both in-game battles and separate battle screens have their own advantages.
> There are examples of good games in either category.
In-game battles are usually present in action RPGs.
There are some people, like me, who prefer some menu-
driven battle (like Final Fantasy's or Dragon Quest's).
> > IF you choose to let the enemies be visible.
> Personally, I think that invisible enemies are not a good idea. I didn't
> really like that in DS6. And even in DS6, enemies can become visible,
> either after you flee from them or after using an item. Also, the enemies
> in caves and villages were always visible.
Well, could it be a designer's option? I personally
don't like RPGs with visible enemies. I think characters
shouldn't be able to normally avoid battles, unless there's
some item which allows them to do it.
> Invisible enemies do make the engine a lot simpler: you only have to know
> the chances of an encounter, you don't have to model the enemy's behaviour.
> But I think this simplicity hurts the gameplay.
I think otherwise. This kind of decision must be done
by the designer. I always enjoyed "random" battles,
like those in Dragon Quest, Dragon Warrior, Final Fantasy,
Phantasy Star. Of course, I won't try to change your
opinions, but let me explain: if you are allowed to use
control skills to avoid (or chase) a battle encounter,
this shifts the game's focus.
I prefer to design a game which doesn't favour an
experienced player -- a game where speed or control
skill NEVER is crucial.
[]s,
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