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The idea of mixing JRPG and Western RPG's into one game?

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In brief I'll just add that I don't think there is a single serious RPG project out there (finished or not) that tries to fit in either RPG or JRPG category by including and excluding things. All the RPG games are actually very different from each other in so many other ways just adding the J for some according to some arbitrary rule seems pointless.

 

Everybody tries to think outside the box and gameplay features, graphics style, plot complexity, characters just come as they come when they do. As designers people try to be innovative but the public just categorizes these games between rpg/jrpg/something else no matter what you do.

 

So what you are doing is no more or less than so many people have done before you and what the game industry does. You try to analyze the good bits in many successful titles and combine them in a new way.

 

Remember not to design too ambitious project because with Pokemon, Final Fantasy and Skyrim you are "name dropping" quickly more than any one project could handle.

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Remember not to design too ambitious project because with Pokemon, Final Fantasy and Skyrim you are "name dropping" quickly more than any one project could handle.

Well... It's completely appropriate when one first starts brainstorming to list games that you are inspired by, or want to use as a common starting point for discussion with other people who are also familiar with those games.  It's if you try to include all the features of three AAA games that an indie project can't handle that.  Or if you try to market a game by saying it's better than or identical to a specific AAA game, that's generally also bad for an indie project.

 

Also, not absolutely everyone tries to innovate - there are a few projects where their main goal is to imitate.  But yeah mainly as designers we all want to make an original mix of our favorite features from games we've played.  It's not actually necessary to have any really new features, though some designs do have one or two.

Edited by sunandshadow

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Another thing which would greatly help the sense of unity is to create several large scale events which occur in the world and are somehow tied to the overarching story line. These large scale events would occur no matter what path you're on, but the path you've chosen will effect how you interact with those events. For example, imagine that at a fixed point in the timeline there's an army which attacks a city. Depending on your current branching path, you may find yourself in a number of positions. Perhaps you're at the front lines of this attacking arming, or maybe you've enlisted in the militia of the city and are defending it. Or maybe you just happen to be strolling through the city at the time of attack. Or perhaps you're in a distant land altogether and you only hear word of the attack. Or maybe you've found a way to prevent the attack before it even happens, such as by helping form a truce of some kind.

 

Sorry about dragging out an old point from the thread, but I'm late to the discussion:

 

For the longest time, I've had this concept of making a "real time" RPG where the player interacts with the world as it plays out its natural cycle.  I most certainly agree that it would be a Herculean sized task to write out all the possibilities, but not impossible.  The timeline story system I came up with I call "Nexus" as every major event is a Nexus Point of change in the world's history where the future storylines diverge. (A decisive battle,  weather or not a scientist succeeds in detonating his superweapon,  maybe if Hitler didn't get elected, etc...)  The player can directly affect the outcomes of Nexus Events through direct intervention (Leading the Attack), or indirectly by affecting variables that influence the outcome of a Nexus Event (not healing the potential future NPC War Hero a week before so he died, also not getting the shipment of magical talismans in time to the front).  Win or lose, the story continues along the available Nexus Event Paths to an eventual conclusion at the end of the timeline.

 

Of course, I haven't ever done anything with this system besides daydream about it.  But judging from the discussion in this thread, the idea's time has come.  I'm eager to see what anyone can make of it.  If I ever get my motivation up to make an RPG, I'd certainly like to make one with a Nexus Event driven storyline.

Edited by Meatsack

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Another thing which would greatly help the sense of unity is to create several large scale events which occur in the world and are somehow tied to the overarching story line. These large scale events would occur no matter what path you're on, but the path you've chosen will effect how you interact with those events. For example, imagine that at a fixed point in the timeline there's an army which attacks a city. Depending on your current branching path, you may find yourself in a number of positions. Perhaps you're at the front lines of this attacking arming, or maybe you've enlisted in the militia of the city and are defending it. Or maybe you just happen to be strolling through the city at the time of attack. Or perhaps you're in a distant land altogether and you only hear word of the attack. Or maybe you've found a way to prevent the attack before it even happens, such as by helping form a truce of some kind.

 

Sorry about dragging out an old point from the thread, but I'm late to the discussion:

 

For the longest time, I've had this concept of making a "real time" RPG where the player interacts with the world as it plays out its natural cycle.  I most certainly agree that it would be a Herculean sized task to write out all the possibilities, but not impossible.  The timeline story system I came up with I call "Nexus" as every major event is a Nexus Point of change in the world's history where the future storylines diverge. (A decisive battle,  weather or not a scientist succeeds in detonating his superweapon,  maybe if Hitler didn't get elected, etc...)  The player can directly affect the outcomes of Nexus Events through direct intervention (Leading the Attack), or indirectly by affecting variables that influence the outcome of a Nexus Event (not healing the potential future NPC War Hero a week before so he died, also not getting the shipment of magical talismans in time to the front).  Win or lose, the story continues along the available Nexus Event Paths to an eventual conclusion at the end of the timeline.

 

Of course, I haven't ever done anything with this system besides daydream about it.  But judging from the discussion in this thread, the idea's time has come.  I'm eager to see what anyone can make of it.  If I ever get my motivation up to make an RPG, I'd certainly like to make one with a Nexus Event driven storyline.

 

 

That actually sounds like an interesting idea. Of course, I've taken a break from this post to actually start practicing gameplay ideas and concept i have in mind. You're not late to this discussion, it's still open haha. I'd like to see what other people's thought's are still as i'm still committed into creating something even though i've been told so many times that it'd be a massive task. I'm starting small and figuring out different concepts right now within a small rpg story i'm creating at this moment.

 

P.S: I don't want this post to become old!  

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Since what you are looking to is innovate the RPG genre from what I'm getting, but you don't know exactly how,here is a small advice from me:

Examine the source material.

All RPG video games and sub-genres evolved from a single concept,which we could call the Mother. (of RPGs)

Basically,both Western and Japanese game developers came up with what they thought was the closest transfer of pen and paper RPGs to the Video Games medium.

Before the video games we call RPGs come to fruition,there were the pen and paper RPGs,like DnD.

The video games that we today call RPGs like Skyrim and Final Fantasy,had games like DnD as their basis and foundation to build upon.

If you'd really like to do something original,start from point zero: Learn what the source material is,and how it is played. What its main experience is supposed to be. How it works. What is the very definition of the genre.

This way,you will get an idea of the DNA from which all other RPG sub-genres evolved. You will have a solid foundation,to build upon.

Getting to play DnD can seem a little overwhelming at first,but perhaps you might also like it! :)

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Sorry about dragging out an old point from the thread, but I'm late to the discussion:
 
For the longest time, I've had this concept of making a "real time" RPG where the player interacts with the world as it plays out its natural cycle.  I most certainly agree that it would be a Herculean sized task to write out all the possibilities, but not impossible.  The timeline story system I came up with I call "Nexus" as every major event is a Nexus Point of change in the world's history where the future storylines diverge. (A decisive battle,  weather or not a scientist succeeds in detonating his superweapon,  maybe if Hitler didn't get elected, etc...)  The player can directly affect the outcomes of Nexus Events through direct intervention (Leading the Attack), or indirectly by affecting variables that influence the outcome of a Nexus Event (not healing the potential future NPC War Hero a week before so he died, also not getting the shipment of magical talismans in time to the front).  Win or lose, the story continues along the available Nexus Event Paths to an eventual conclusion at the end of the timeline.
 
Of course, I haven't ever done anything with this system besides daydream about it.  But judging from the discussion in this thread, the idea's time has come.  I'm eager to see what anyone can make of it.  If I ever get my motivation up to make an RPG, I'd certainly like to make one with a Nexus Event driven storyline.
 
Of course, I haven't ever done anything with this system besides daydream about it.  But judging from the discussion in this thread, the idea's time has come.  I'm eager to see what anyone can make of it.  If I ever get my motivation up to make an RPG, I'd certainly like to make one with a Nexus Event driven storyline.

Whoops, I misread this the first time around as being more simulator-focused. If you're talking about the world having a _scripted_ base cycle that the player can interfere with, I've done a design like that. The strategy I used is to divide the game into chapters (time units) plus locations (space units). The player can only be in one location per chapter, so only one location deviates from its natural cycle (after the events of previous chapters are taken into account). The representation of what's happening in each location during each chapter fits into a spreadsheet, although if you wanted to represent all the alternate possibilities you'd need a 3D Rubik's cube shape rather than a 2d checkerboard shape.

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This was nearly a year ago o _ o I didn't even know what a "SandPark" was when i made this thread...

 

Surprising how i knew before the genre became known.

 

Didn't even copyright it...damn. lol

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Probably the reason there were no replies the first day was because Thanksgiving.

 

I'm interested in designing this kind of hybrid RPG.  I'd probably describe it more like "interactive story core + sandboxy customization peripherals" rather than j+western.  Skyrim is a pretty good place to start, but so is WoW, if you consider things like the starting quest chains per race that do some character development, and the core quest chains for each class where you unlock abilities of that class, another bit of character development.  Other MMOs may have core quest chains per profession or faction that the player chooses to join during the course of the game, corresponding to the Stormcloak vs. Imperials quests in Skyrim.

 

I'd consider my WildWright MMO design and my + collaboraters' Xenallure single-player RPG design to both be this kind of hybrid.  And the older single-player RPG concept Gimmie Those Wings, though it has less sandbox/crafting elements.

 

Also, I've finally gotten through development of my idea. It's on its way! :D thanks to all of you who replied to my thread!!!!

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Okay here is a game that no one has mentioned yet, and I only mention it because I have a romantic relationship with it (less smutty than you think), but that is Suikoden!! Suikoden is definitely a JRPG, but it combines so many awesome game play elements where the player can engage on one-on-one fights, large-scale battles (strategy) and the good old party based fights. Not only that, but very often the MC has to deviate from their path to go and collect 108 NPC known as the Stars of Destiny!! While this game is quite old, and it does not have a really sandboxy feel to it, I believe it was a model for sondbox type JRPGs that came along later. Anyway, I believe that your plan is very viable. While it is daunting it is doable. This is actually an idea I have played with myself on rare occasion when my mind wasn't lost in other randomology, but at the time I didn't know anybody who made games and all I had was a massive concept, I have yet to actually write the story, I have a synopsis brewing though. Anyway, Love this idea. Wish you could tell me more, as this is something I would love to work on!! Cheers!!

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