- Do you want to offer your Public the greatest Experience?
- Do you want to Provide Fantasy to your Public?
- An Alien World?
- Memorable Characters & Environments?
- Here we go.
Summary – 6 Elements to make an RPG
- Fun, Most RPG take themselves too seriously.
- Balance, Replayability & Customization options.
- Classes which deliver a sense of Identity.
- An Adventure, where you start as nobody & grow to Fame.
- Or the other way around.
- Choices that Matter.
- Interconnected Quests.
- All Games & Stories need to offer a Balance between Diversity & Consistency.
- Even more so when it comes to Role Playing Games.
- They need ample time to Unfold.
- Progressiveness is key to install a Coherency between the Elements of your Game.
The Greatest source of Entertainment
- Balance
- The Players always need to Succeed.
- It is a prerequisite in order to progress in the Game.
- It is why Success shouldn’t be handed.
- Give Players a high chance to Survive.
- Not a high chance to Succeed.
- Success should rarely have desirable Outcome.
- Only a Necessary one.
- Players need to use their Resources efficiently to Succeed.
- And it should almost never be Comfortable.
- You’ll give the Players some easy victories for the sake of Diversity.
- Fun & Replayability
- Simple Rules are the Best Rules.
- Organic Rules which unfold as you play.
- Oriented towards Fun.
- Allowing the Players to Learn & Develop.
- Rules should be oriented towards Player Satisfaction.
- Wherever it is when they Triumph over the Game.
- Or when they look for a way to Beat a System.
- Players will break your Game.
- Provide them the Rules to do so.
- Customization & UI
- Design your UI as an Interactive Character Sheet.
- Display the core Information on same Screen:
- Status
- Afflictions/Alterations
- Class/Role/Statistics
- Skills – Combat & Exploration
- Inventory
- Key Items
- Equipment
- Core Rules
- Map/Mini-Map (if you need 1)
- Active Quests
- Status
- Then you can have Sub-Menus for each Category.
- You can even display the synergy between these pieces of Information.
- e.g.: Indicating which piece of equipment enhances/decreases which statistic.
If you want to know more about creating Games easily.
Adventure
- Characters make a Story Real
- Diversity make Characters feel real.
- Some of them will have Likeability factor.
- They’ll display Friendliness.
- And be particularly Helpful.
- Some will be more Relatable.
- They’ll mirror the Players through their Weaknesses.
- And the Players will want to solve their Issues.
- Other will be more Memorable.
- The Memorable factor comes from Quirks.
- Why Quirks?
- Which one do you remember best?
- The Character which Threatens the Region you’re trying to save?
- Or the one with the funny hat which uses this stupid catchphrase each time you meet her?
- Exploration
- Role Playing Games are Discovery.
- We play these games to experience diversity.
- Diverse Environments, diverse Settings & diverse Quests.
- Multiple Questlines is an essential part of RPGs.
- And a Hierarchy of Questlines is an easy way to organize the Game progression.
- Players can then, Follow it or Ignore it.
- The Escapism is even more essential.
- Players should be able to enjoy an RPG without finishing the Main Questline.
- These games transport them Out of the Mundane.
- They offer them New Possibilities.
- They shouldn’t be relented by unnecessary constrains.
- Growth & Immersion
- Let your Character grow as the Story unfolds.
- Start as an simple Character.
- Someone unimportant.
- And from there, Grow.
- Have your 1st Achievement.
- Gain some popularity.
- Most people will doubt your claims.
- Have your 2nd Achievement.
- a.k.a.: Defeat a larger Threat.
- Gain some Approval from the reigning Authority.
- Many People may still question your value.
- Have your 3rd Achievement.
- This time make it so that everyone will Recognize you.
- Beat the Menace.
- Get Renown from all over the World.
- Gain new enemies, new followers & so on.
- Immersion is key to Roleplay.
- You want to let this Consistency of Immersion unfold progressively.
If you want to know more about Improvising Adventures.
Classes
- Balance
- Balancing Classes…
- Some games don’t offer a class system because Classes are Inherently Unbalanced.
- Specific Classes will be adapted to specific Situations.
- Focus on always giving the Player 1 preferred Option.
- And allow her to find others.
- You need to balance the Experience as a whole.
- Not each part.
- For a similar reason most Games won’t provide a satisfying Magic system.
- This and… physics.
- There are multiple Difficulties when it comes to balance a Magic system.
- And 1 plausible Solution.
- Don’t balance it by limiting the effects of Spells.
- Balance it, by Give spells to everyone.
- When it comes to Single player games, prioritize Fun over Balance.
- Games with a more Complex & Versatile Magic system would be appreciated.
- Customization
- The Class System is the foremost tool of Customization.
- It induces a sense of Identity.
- It should factor 3 individual criteria :
- Origins
- Behavior
- Equipment
- You can improve on it by including a Backstory system.
- You may want to Combine it with Species system.
- And finally introduce a restrictive system of Equipment.
- For simplicity purpose include Spells in Equipment.
- From options for Armor sets to Armor slots availability.
- Define specific Weapons for each classes.
- Replayability
- Classes are a Main reason most Players will replay a Game.
- Even so, new game should offer a Replayability factor even if the Player doesn’t want to change of class.
- By proposing a flexible class system you increase the game’s Replayability.
- Offer Hybrid Classes.
- Allow the Players to Develop their Character in a different manner.
- By offering them new Items which develop the World.
- Or by offering a Different Story.
- Guilds & Organizations
- Class should open the Player new Relationships.
- Relationships which will help the Player grow faster.
- Organization ensure your World’s administration.
- Therefore choosing a specific class should have an effect on your World’s balance.
- Choosing a specific Class may also have effects on the Organization members.
- Organizations are always Heterogenous to some degree.
- Which opens a possibility for conflict & cooperation.
- You can increase the consistency of your game by developing Interdependences between these Organizations.
If you want to know more about Classes.
Roleplay & Choices
- Impersonation
- Impersonation is the Core of Roleplay.
- When it comes to Impersonation there are 3 Main cases:
- Impersonating the Main Character as Interpreted.
- Play yourself.
- Try all the Options because you want to 100% the game.
- You can try Silly Dialogue options.
- Shocking Phrases.
- You also want some Mundane & Boring lines.
- For diversity.
- Narration & Anticipation
- You’ll want to implement a Diversity of Quests.
- Some Serious ones.
- Some not so Serious ones.
- Why?
- Diversity help to provide a Narrative Structure.
- A Narrative Structure allows to deliver Predictability & Anticipation.
- You may even want to have some Bad quests.
- Especially if that makes them Memorable.
- The Main Quest may have an impact on all other Quests.
- It is not a necessity.
- Players need a Common reference Point in order to predict the next event.
- To predict a Crisis.
- And, if you allow it, prevent this Crisis.
- Choices that matter
- Players need a way to make Choices.
- Choices which, at least, seem to matter.
- Namely, you need to be able to see the Consequences.
- How Can you tell that the Choices you make Matter?
- There are 4 Criteria.
- These Choices:
- Affect your Reputation.
- Should be directly Acknowledged by the person you helped.
- Allow you to develop new Relationships.
- Allow you to Solicit these Relationships.
- Branched Options & Consistency
- There’s an easy way to introduce Clarity in Branched options: Colors.
- Use Color code for your Options.
- Give the Player 3 Options max.
- A Color code & limited Choices help the players to decide efficiently.
- It hints to the outcome a due Choice would lead to.
- You can go for Good, Neutral, Bad or Order, Neutral, Chaos alignment systems.
- If you design a Universal alignment system give Players a frame of reference.
- There are other options:
- The Efficient option. (most objective approach)
- The Fun option. (most subjective approach)
- The Balanced/Reasonable option.
- The Dramatic/Exaggerated option.
- The Compassionate option.
- The Hateful option.
- Here, Compassionate & Hateful are different from Good & Bad as they are specific to the Character your choices apply to.