So You Want To/Write an RPG: Difference between revisions

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== '''Pitfalls''' ==
== '''Pitfalls''' ==


A lot of older games are virtually unplayable nowadays due to slow speed, annoying controls, and the lack of certain shortcuts we have grown to know and love. Games like ''[[Final Fantasy I (Video Game)|Final Fantasy I]]'' and ''[[Dragon Quest]] I'' are virtually unrecognizable to fans of their modern installments, and playing them is like going from ''[[War Craft]] II'' to the original ''[[War Craft]]'', where you had to specifically select the "walk" and "work" buttons, and couldn't just right-click on the place you wanted to go or the thing you wanted to do.
A lot of older games are virtually unplayable nowadays due to slow speed, annoying controls, and the lack of certain shortcuts we have grown to know and love. Games like ''[[Final Fantasy I]]'' and ''[[Dragon Quest]] I'' are virtually unrecognizable to fans of their modern installments, and playing them is like going from ''[[Warcraft]] II'' to the original ''[[Warcraft]]'', where you had to specifically select the "walk" and "work" buttons, and couldn't just right-click on the place you wanted to go or the thing you wanted to do.


Now, we can forgive older games for these faults. We don't mock the pioneers because they took the long way around -- they're the ones who drew the maps. The old games got us to the point where we can enjoy the shortcuts and features built up over multiple decades of field testing. But you ''do'' know, or at least you ''should'' know, how players will want to control the game and at what speed they will want to play. What are their expectations? If you deviate from them, you better a) have a damn good reason and b) be sure that it's worth it.
Now, we can forgive older games for these faults. We don't mock the pioneers because they took the long way around -- they're the ones who drew the maps. The old games got us to the point where we can enjoy the shortcuts and features built up over multiple decades of field testing. But you ''do'' know, or at least you ''should'' know, how players will want to control the game and at what speed they will want to play. What are their expectations? If you deviate from them, you better a) have a damn good reason and b) be sure that it's worth it.
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A good rule of thumb is to allow all these things to be skipped in their entirety if the player so desires. No one likes [[Exposition Break|being forced to do nothing]]. They'll watch it the first time, and some players will watch it every time, but others want the freedom to just play, and you need to give it to them.
A good rule of thumb is to allow all these things to be skipped in their entirety if the player so desires. No one likes [[Exposition Break|being forced to do nothing]]. They'll watch it the first time, and some players will watch it every time, but others want the freedom to just play, and you need to give it to them.


There are two kinds of people in the RPG world. Some like the freedom to customize their characters to an extreme extent; they want their characters to be a completely blank slate upon which they, The Player, can write their intentions with impunity. Other players prefer to be limited to the [[Splat|Splats]] discussed in [[An Adventurer Is You]], and like assembling a party which is greater than the sum of its parts. To quote Mark Rosewater of ''[[Magic the Gathering]]'', some games give you options and some give you choices: either you can have A and B, or you can have A ''or'' B. The reason this is being brought up is to simply say this: ''You can't do both in one game''. Even the mix-and-match [[Class and Level System]] started in ''[[Final Fantasy V (Video Game)|Final Fantasy V]]'' and elaborated on in ''[[Final Fantasy Tactics (Video Game)|Final Fantasy Tactics]]'', which ''seems'' to be an option/A-and-B system, is actually a choice/A-or-B game, because once the fight starts, you only have X number of commands available to you. It doesn't matter if Ramza has mastered Ninja, Knight and Summoner; right now he's still a Time Mage with Samurai as his secondary job, and right now that's all you get from him, ''period''. This is in comparison to the original (non-jobbed) version of ''[[Final Fantasy XII (Video Game)|FF12]]'', where everyone can have everything in play at once; furthermore, ''because'' of the modular nature of the License Board, you could basically homogenize your characters to the point that Ashe, Vaan and Basch were functionally identical. Making Basch your main-tank did not limit his ability to use magic, or ranged weapons, or evasive technicks; in ''FF12'', every character could be everything. ''FF12'' gives you options where ''FFT'' gives you choices.
There are two kinds of people in the RPG world. Some like the freedom to customize their characters to an extreme extent; they want their characters to be a completely blank slate upon which they, The Player, can write their intentions with impunity. Other players prefer to be limited to the [[Splat|Splats]] discussed in [[An Adventurer Is You]], and like assembling a party which is greater than the sum of its parts. To quote Mark Rosewater of ''[[Magic: The Gathering]]'', some games give you options and some give you choices: either you can have A and B, or you can have A ''or'' B. The reason this is being brought up is to simply say this: ''You can't do both in one game''. Even the mix-and-match [[Class and Level System]] started in ''[[Final Fantasy V]]'' and elaborated on in ''[[Final Fantasy Tactics]]'', which ''seems'' to be an option/A-and-B system, is actually a choice/A-or-B game, because once the fight starts, you only have X number of commands available to you. It doesn't matter if Ramza has mastered Ninja, Knight and Summoner; right now he's still a Time Mage with Samurai as his secondary job, and right now that's all you get from him, ''period''. This is in comparison to the original (non-jobbed) version of ''[[Final Fantasy XII|FF12]]'', where everyone can have everything in play at once; furthermore, ''because'' of the modular nature of the License Board, you could basically homogenize your characters to the point that Ashe, Vaan and Basch were functionally identical. Making Basch your main-tank did not limit his ability to use magic, or ranged weapons, or evasive technicks; in ''FF12'', every character could be everything. ''FF12'' gives you options where ''FFT'' gives you choices.


Some gamers will complain if you limit their options. Others will complain if the field is too wide-open and characters don't have enough uniqueness imposed on them. You can't please both groups with the same game. So choose one approach and stick with it.
Some gamers will complain if you limit their options. Others will complain if the field is too wide-open and characters don't have enough uniqueness imposed on them. You can't please both groups with the same game. So choose one approach and stick with it.
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Second possibility: If the "save" is contingent on some member of your team surviving, then have a Total Party Kill change ''how'' the save works. E.g.: Normally, one surviving character uses the Save Manual as a focus to turn back time. But if the whole party dies, the Save Manual gets lost for a few years, and ends up in the hands of someone who doesn't quite know how to use it... so when he does it, it goes to the ''wrong'' time, or... other things change. Suddenly your hero is a giant lizard and his mount is a rhinoceros. Or the villains are now their best friends. Or their color schemes have completely changed. (This might work also if the story were "being told" by someone reading the book, and something happens to make them get the details wrong.)
Second possibility: If the "save" is contingent on some member of your team surviving, then have a Total Party Kill change ''how'' the save works. E.g.: Normally, one surviving character uses the Save Manual as a focus to turn back time. But if the whole party dies, the Save Manual gets lost for a few years, and ends up in the hands of someone who doesn't quite know how to use it... so when he does it, it goes to the ''wrong'' time, or... other things change. Suddenly your hero is a giant lizard and his mount is a rhinoceros. Or the villains are now their best friends. Or their color schemes have completely changed. (This might work also if the story were "being told" by someone reading the book, and something happens to make them get the details wrong.)


[[Arbitrary Headcount Limit]] is something that RPGs just do now for tradition's sake. Today, there's no real reason, graphically or mechanically, why the entire nine-person party can't go walking around fighting everything together, instead of having four people sit around twiddling their thumbs while the other four get smashed upside the head by some super-boss, resulting in [[Total Party Kill]] and a Game Over. In other words, this trope is ripe for subversion or aversion. The first five [[Final Fantasy (Franchise)|Final Fantasy]] games handled this by only ''giving'' you X amount of characters at a time; you never rotated someone out of the active party because there ''was'' no one else. But starting with ''[[Final Fantasy VI (Video Game)|FF6]]'' (4-head limit but ''14'' characters)... Of course, FF6 also took it to its logical extent: the final dungeon of the game required ''three separate parties'' to navigate through successfully, with you switching between them frequently, ''and'' let your entire band dogpile the [[Final Boss]] (in groups of four). Why not do some that for ''every'' dungeon? While it would take longer to design each dungeon (especially if you don't want accusations of [[Filler Arc|Filleritis]] flung at you), The Player would also have to spend twice as much time in each of them. Maybe it'd pay off.
[[Arbitrary Headcount Limit]] is something that RPGs just do now for tradition's sake. Today, there's no real reason, graphically or mechanically, why the entire nine-person party can't go walking around fighting everything together, instead of having four people sit around twiddling their thumbs while the other four get smashed upside the head by some super-boss, resulting in [[Total Party Kill]] and a Game Over. In other words, this trope is ripe for subversion or aversion. The first five [[Final Fantasy]] games handled this by only ''giving'' you X amount of characters at a time; you never rotated someone out of the active party because there ''was'' no one else. But starting with ''[[Final Fantasy VI|FF6]]'' (4-head limit but ''14'' characters)... Of course, FF6 also took it to its logical extent: the final dungeon of the game required ''three separate parties'' to navigate through successfully, with you switching between them frequently, ''and'' let your entire band dogpile the [[Final Boss]] (in groups of four). Why not do some that for ''every'' dungeon? While it would take longer to design each dungeon (especially if you don't want accusations of [[Filler Arc|Filleritis]] flung at you), The Player would also have to spend twice as much time in each of them. Maybe it'd pay off.


If you do decide to dismantle the [[Arbitrary Headcount Limit]], keep the gameplay balance and controls complexity in mind. On the issue of balance, make sure that combat is equally challenging to a party that includes every recruitable NPC in the game and to a PC who sticks to a handful of plot-relevant companions. The [[Final Boss]], for instance, should not come over as an [[Anticlimax Boss]] to the former and a [[Hopeless Boss Fight]] to the latter. Take a look at ''[[Diablo II]]'', for instance, which [[Dynamic Difficulty|dynamically scales the boss toughness]] to the online players' numbers and levels. On the issue of controls, remember during combat, the player has to keep in mind many, many variable such as health/mana levels, available spells, ability recharge times, etc.. An [[Arbitrary Headcount Limit]] naturally reduces the risk of overwhelming the player with information, so you have to make sure that doesn't happen in your game. You could, for example, implement [[Real Time With Pause]], let the players configure the NPCs' combat tactics in advance, or make your NPCs [[Artificial Brilliance|smart enough]] not to hold them back (or all of the above). Alternatively, consider the [[Turn Based Tactics]] genre.
If you do decide to dismantle the [[Arbitrary Headcount Limit]], keep the gameplay balance and controls complexity in mind. On the issue of balance, make sure that combat is equally challenging to a party that includes every recruitable NPC in the game and to a PC who sticks to a handful of plot-relevant companions. The [[Final Boss]], for instance, should not come over as an [[Anticlimax Boss]] to the former and a [[Hopeless Boss Fight]] to the latter. Take a look at ''[[Diablo II]]'', for instance, which [[Dynamic Difficulty|dynamically scales the boss toughness]] to the online players' numbers and levels. On the issue of controls, remember during combat, the player has to keep in mind many, many variable such as health/mana levels, available spells, ability recharge times, etc.. An [[Arbitrary Headcount Limit]] naturally reduces the risk of overwhelming the player with information, so you have to make sure that doesn't happen in your game. You could, for example, implement [[Real Time with Pause]], let the players configure the NPCs' combat tactics in advance, or make your NPCs [[Artificial Brilliance|smart enough]] not to hold them back (or all of the above). Alternatively, consider the [[Turn Based Tactics]] genre.


Try adding [[Shows Damage]], and getting rid of [[Beauty Is Never Tarnished]]. And there's always some psycho (or someone looking for realism) who wants fully-destructable landscape and the ability to take out a wall with his BFG. so, for example; "You encounter locked door. Pick (Neutral) / use key (good) /shoot hinges (evil)"
Try adding [[Shows Damage]], and getting rid of [[Beauty Is Never Tarnished]]. And there's always some psycho (or someone looking for realism) who wants fully-destructable landscape and the ability to take out a wall with his BFG. so, for example; "You encounter locked door. Pick (Neutral) / use key (good) /shoot hinges (evil)"
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Fakhirs, prophets, and faith-healers notwithstanding, the average Reverend Tom D. Harry gets no special goodies from their deities. Try having them only raise the other party members morale, rather than being a powerhouse of divine gifts. You could also have the party cleric be a jaded [[Sinister Minister]] who guzzles the communion wine between sermons, or a fire-and-brimstone religious nut-job, rather than a case of [[Virginity Makes You Stupid]].
Fakhirs, prophets, and faith-healers notwithstanding, the average Reverend Tom D. Harry gets no special goodies from their deities. Try having them only raise the other party members morale, rather than being a powerhouse of divine gifts. You could also have the party cleric be a jaded [[Sinister Minister]] who guzzles the communion wine between sermons, or a fire-and-brimstone religious nut-job, rather than a case of [[Virginity Makes You Stupid]].


[[Faceless Mooks]] are cliché. The "bad guys" should have their stories told too. Try not to just use [[Those Two Bad Guys]] or [[Enemy Chatter]], but give the [[No Campaign for The Wicked|Villain(ous side) its own campaign]].
[[Faceless Mooks]] are cliché. The "bad guys" should have their stories told too. Try not to just use [[Those Two Bad Guys]] or [[Enemy Chatter]], but give the [[No Campaign for the Wicked|Villain(ous side) its own campaign]].


The [[Spoony Bard]] splat has been overdone. Give the minstrel [[Power of Rock]].
The [[Spoony Bard]] splat has been overdone. Give the minstrel [[Power of Rock]].
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A character who starts out working for [[The Empire]] but defects to the [[La Résistance]] mid-game no longer counts as a refreshing plot.
A character who starts out working for [[The Empire]] but defects to the [[La Résistance]] mid-game no longer counts as a refreshing plot.


''[[Final Fantasy VII (Video Game)|Final Fantasy VII]]'' was wonderful, yes, but your protagonist doesn't have to be an angsty [[Anti-Hero]] who is really a [[Tomato in The Mirror]]. Really. For that matter, your villain doesn't have to be an angsty [[Bishonen]] with a [[A God Am I|god complex]], either. On the opposite end, your hero doesn't have to be a courageous, sword-wielding, happy-go-lucky teenager who becomes [[The Messiah]] despite being [[Idiot Hero|not that bright]], and your female lead doesn't have to be a demure [[Friend to All Living Things]] who wields a [[Simple Staff|staff]] or a [[The Archer|bow and arrow]] and specialises in magic, or a bratty [[Tsundere]] who falls in love with the hero anyway and also is the party's main healer/caster.
''[[Final Fantasy VII]]'' was wonderful, yes, but your protagonist doesn't have to be an angsty [[Anti-Hero]] who is really a [[Tomato in the Mirror]]. Really. For that matter, your villain doesn't have to be an angsty [[Bishonen]] with a [[A God Am I|god complex]], either. On the opposite end, your hero doesn't have to be a courageous, sword-wielding, happy-go-lucky teenager who becomes [[The Messiah]] despite being [[Idiot Hero|not that bright]], and your female lead doesn't have to be a demure [[Friend to All Living Things]] who wields a [[Simple Staff|staff]] or a [[The Archer|bow and arrow]] and specialises in magic, or a bratty [[Tsundere]] who falls in love with the hero anyway and also is the party's main healer/caster.


A good idea to try is that the characters are participating in a war that is like a real war in that there is no "good side" or "evil side". The protagonists might win, but in so doing they might also doubt the justice of their cause.
A good idea to try is that the characters are participating in a war that is like a real war in that there is no "good side" or "evil side". The protagonists might win, but in so doing they might also doubt the justice of their cause.


[[Saving the World]] is always popular. After all, what greater purpose could your heroes have than trying to stop [[The End of the World As We Know It]]? How about... redeeming a former-friend-now-villain? Finding a cure for the victims of some form of [[And I Must Scream]]? Bringing literacy to the ghetto?
[[Saving the World]] is always popular. After all, what greater purpose could your heroes have than trying to stop [[The End of the World as We Know It]]? How about... redeeming a former-friend-now-villain? Finding a cure for the victims of some form of [[And I Must Scream]]? Bringing literacy to the ghetto?


Female protagonists are underused. If you're going for a [[Cliché Storm]], using [[Write Who You Know]], or just want a male protagonist, use [[The Three Faces of Eve]], or for a [[Five-Man Band]], [[Tomboy and Girly Girl]]. The [[Smurfette Principle]] is overused and sexist.
Female protagonists are underused. If you're going for a [[Cliché Storm]], using [[Write Who You Know]], or just want a male protagonist, use [[The Three Faces of Eve]], or for a [[Five-Man Band]], [[Tomboy and Girly Girl]]. The [[Smurfette Principle]] is overused and sexist.
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If you want to be subversive, try subverting [[Always Chaotic Evil]]. (And not just with a small, friendly [[Monster Town]], either). Just because some goblins jumped out of the woods to mug you doesn't mean that you're free to kill the next goblins you meet in a preemptive strike.
If you want to be subversive, try subverting [[Always Chaotic Evil]]. (And not just with a small, friendly [[Monster Town]], either). Just because some goblins jumped out of the woods to mug you doesn't mean that you're free to kill the next goblins you meet in a preemptive strike.


Also, don't get stuck by [[Beauty Equals Goodness]]: Ugly characters can be good, [[Evil Is Sexy|beautiful ones bad]]. In fact, ''mean'' characters can be [[Good Is Not Nice|good]] and ''friendly'' ones [[Affably Evil|bad]]. Study the ''[[Harry Potter]]'' series for some especially good versions of this twist -- it's an Aesop that should be drilled into kids very early, seeing as it reduces the chance of their going with nice strangers or shunning [[Jerk With a Heart of Gold|"mean"]] [[Ineffectual Loner|kids]] at school (who might be won over by a pleasant interaction or two).
Also, don't get stuck by [[Beauty Equals Goodness]]: Ugly characters can be good, [[Evil Is Sexy|beautiful ones bad]]. In fact, ''mean'' characters can be [[Good Is Not Nice|good]] and ''friendly'' ones [[Affably Evil|bad]]. Study the ''[[Harry Potter]]'' series for some especially good versions of this twist -- it's an Aesop that should be drilled into kids very early, seeing as it reduces the chance of their going with nice strangers or shunning [[Jerk with a Heart of Gold|"mean"]] [[Ineffectual Loner|kids]] at school (who might be won over by a pleasant interaction or two).


[[Your Terrorists Are Our Freedom Fighters]]. Those Rebels you've been gunning down had loved ones. A [[Fatal Family Photo]] found while prying the boots and jewelery off an enemy can be a good way to induce a [[Heroic BSOD]].
[[Your Terrorists Are Our Freedom Fighters]]. Those Rebels you've been gunning down had loved ones. A [[Fatal Family Photo]] found while prying the boots and jewelery off an enemy can be a good way to induce a [[Heroic BSOD]].
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Another thing you could try is getting infected by [[The Corruption]] while fighting the enemy, going from a noble [[Paladin]] to a slavering Daemonspawn, [[And Then John Was a Zombie|the very thing you're fighting do destroy, something the character has been raised from birth to abhor]]. Abilities granted by [[The Corruption]] could be [[Cast From Hit Points]], and tied to a [[Karma Meter]]. Not using it makes the game harder (and the abilities are wicked cool, like [[Animate Dead]] or [[Spawn Broodling]] or some other sub-set of [[Lovecraftian Superpower]], just to make it extra-difficult to resist using), but using it untill you accidentally kill yourself or hit zero Karma leads to a [[Downer Ending]] or [[Nonstandard Game Over]] because the [[Big Bad]] considers [[The Corruption]] to be "A gift, given to my children," and he/ she/ it therefore owns the character, body and soul. Getting a low Karma score brings into play "I-created-you-so-you-can't-touch-me", (which, as far as One knows, has no trope) making the [[Final Boss]] fight very hard. Low Karma score could [[And Your Reward Is Clothes|make a character gain]] [[Evil Is Sexy|a really slikny, revealing version of the Daemonhunter's uniform]], weather with [[Absolute Cleavage]] or [[Walking Shirtless Scene]] (manky, pockmarked grey skin optional), and they could get [[Uh-Oh Eyes]] and [[Spikes of Villainy]] and /or [[Shoulders of Doom]]. You could also have some weapons infected by [[The Corruption]], and make them steal HP whenever you make a successful [[Critical Hit]], and hurt the character when they miss. One could even go so far as to [[Transhuman Treachery|let the player keep going as a Daemonspawn if they bottom out their]] [[Karma Meter]], or a Zombie if their health hits zero.
Another thing you could try is getting infected by [[The Corruption]] while fighting the enemy, going from a noble [[Paladin]] to a slavering Daemonspawn, [[And Then John Was a Zombie|the very thing you're fighting do destroy, something the character has been raised from birth to abhor]]. Abilities granted by [[The Corruption]] could be [[Cast From Hit Points]], and tied to a [[Karma Meter]]. Not using it makes the game harder (and the abilities are wicked cool, like [[Animate Dead]] or [[Spawn Broodling]] or some other sub-set of [[Lovecraftian Superpower]], just to make it extra-difficult to resist using), but using it untill you accidentally kill yourself or hit zero Karma leads to a [[Downer Ending]] or [[Nonstandard Game Over]] because the [[Big Bad]] considers [[The Corruption]] to be "A gift, given to my children," and he/ she/ it therefore owns the character, body and soul. Getting a low Karma score brings into play "I-created-you-so-you-can't-touch-me", (which, as far as One knows, has no trope) making the [[Final Boss]] fight very hard. Low Karma score could [[And Your Reward Is Clothes|make a character gain]] [[Evil Is Sexy|a really slikny, revealing version of the Daemonhunter's uniform]], weather with [[Absolute Cleavage]] or [[Walking Shirtless Scene]] (manky, pockmarked grey skin optional), and they could get [[Uh-Oh Eyes]] and [[Spikes of Villainy]] and /or [[Shoulders of Doom]]. You could also have some weapons infected by [[The Corruption]], and make them steal HP whenever you make a successful [[Critical Hit]], and hurt the character when they miss. One could even go so far as to [[Transhuman Treachery|let the player keep going as a Daemonspawn if they bottom out their]] [[Karma Meter]], or a Zombie if their health hits zero.


There are two tropes which are infinitely more useful and common than you'd think if you have the traditional [[Five-Man Band]]. The five-man version of [[Four-Temperament Ensemble]] is common. You have your gothic [[Black Mage]], soft-spoken [[White Mage]], tough female warrior, big tough angry guy who is really a [[Jerk With a Heart of Gold]], and of course your classic sword-wielding [[Hot-Blooded]] hero. If you have your hero as a [[Token Human]], [[Five-Token Band]] is the other trope. In a Lord of the Rings setting, elves, dwarves etc. are useful for this, while in sci-fi, four different species of aliens, and in a [[Medieval European Fantasy]], four different species of [[Petting Zoo People|furries]] are quite popular. Using both at the same time should go down well with the fans (especially four species of furries, because of it's use of [[Animal Stereotypes]].)
There are two tropes which are infinitely more useful and common than you'd think if you have the traditional [[Five-Man Band]]. The five-man version of [[Four-Temperament Ensemble]] is common. You have your gothic [[Black Mage]], soft-spoken [[White Mage]], tough female warrior, big tough angry guy who is really a [[Jerk with a Heart of Gold]], and of course your classic sword-wielding [[Hot-Blooded]] hero. If you have your hero as a [[Token Human]], [[Five-Token Band]] is the other trope. In a Lord of the Rings setting, elves, dwarves etc. are useful for this, while in sci-fi, four different species of aliens, and in a [[Medieval European Fantasy]], four different species of [[Petting Zoo People|furries]] are quite popular. Using both at the same time should go down well with the fans (especially four species of furries, because of it's use of [[Animal Stereotypes]].)


If you're going to have a [[Cliché Storm]], try [[Playing With]] things, subverting things, but still keeping it a [[Cliché Storm]], like [[Tales Series]] - after the [[Disc One Final Boss]], the cliches are subverted, but they still provide the framework for the plot.
If you're going to have a [[Cliché Storm]], try [[Playing With]] things, subverting things, but still keeping it a [[Cliché Storm]], like [[Tales (series)]] - after the [[Disc One Final Boss]], the cliches are subverted, but they still provide the framework for the plot.


Make it [[Survival Horror]]. Try [[Playing the Player]], [[Silent Hill Shattered Memories]] style. The RPG equivalent would be [[Final Fantasy X (Video Game)|Final Fantasy X]] - you could try [[Stray Souls Dollhouse Story]] style, maybe even with the protagonist being the victim of the twists instead of the companion. The RPG equivalent of that would be [[Persona (Video Game)|Persona]].
Make it [[Survival Horror]]. Try [[Playing the Player]], [[Silent Hill: Shattered Memories]] style. The RPG equivalent would be [[Final Fantasy X]] - you could try [[Stray Souls Dollhouse Story]] style, maybe even with the protagonist being the victim of the twists instead of the companion. The RPG equivalent of that would be [[Persona (video game)|Persona]].


=== '''Potential Motifs''' ===
=== '''Potential Motifs''' ===
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''[[Phantasy Star]] IV'' went with sci-fi underpinnings, complete with alien worlds and spacecraft, plus [[Psychic Powers]] in an alien language that you had to work out as you went (assuming you didn't just [[Guide Dang It|look it up]]). Consider this a lesson in the pros and cons of not using [[Canis Latinicus|Latin]] for your spell language, if there is one.
''[[Phantasy Star]] IV'' went with sci-fi underpinnings, complete with alien worlds and spacecraft, plus [[Psychic Powers]] in an alien language that you had to work out as you went (assuming you didn't just [[Guide Dang It|look it up]]). Consider this a lesson in the pros and cons of not using [[Canis Latinicus|Latin]] for your spell language, if there is one.


''[[Skies of Arcadia (Video Game)|Skies of Arcadia]]'' is notable for its unique setting, with Air Pirates travelling in between [[Floating Continent|Floating Continents]] on airships, and for its generally upbeat and optimistic tone at a time when many games in the genre were trying to become [[Darker and Edgier]]; it's a game worth looking at if you don't intend to rely on angst. That said, don't draw too much inspiration from it if you're trying to create a unique plot, as since the genre isn't trying to be as [[Darker and Edgier]] any more, a [[Reconstruction]] won't be as effective.
''[[Skies of Arcadia]]'' is notable for its unique setting, with Air Pirates travelling in between [[Floating Continent|Floating Continents]] on airships, and for its generally upbeat and optimistic tone at a time when many games in the genre were trying to become [[Darker and Edgier]]; it's a game worth looking at if you don't intend to rely on angst. That said, don't draw too much inspiration from it if you're trying to create a unique plot, as since the genre isn't trying to be as [[Darker and Edgier]] any more, a [[Reconstruction]] won't be as effective.


''[[Fallout]]'' earned notability by breaking a long line of games without a [[Standard Fantasy Setting]]. It also allowed open-ended character creation rather than the standard [[Fighter, Mage, Thief]] [[Class and Level System]] (though one may argue that it only used a hidden fighter/thief/diplomat selection of its own).
''[[Fallout]]'' earned notability by breaking a long line of games without a [[Standard Fantasy Setting]]. It also allowed open-ended character creation rather than the standard [[Fighter, Mage, Thief]] [[Class and Level System]] (though one may argue that it only used a hidden fighter/thief/diplomat selection of its own).
You should strongly consider both, and experiment with other genres (and remember that a [[Standard Sci Fi Setting]] is only slightly better, being the second most common) and non-standard [[Game System|character systems]].
You should strongly consider both, and experiment with other genres (and remember that a [[Standard Sci Fi Setting]] is only slightly better, being the second most common) and non-standard [[Game System|character systems]].


''[[Planescape Torment]]'' took the basic game engine behind the more traditional [[Baldurs Gate]] and twisted it all around into something totally unique. Most notably, it embraced the game medium and lampshaded some of the absurdities of save points and [[Meaningless Lives]] by introducing a main character who literally, in the story, wouldn't stay dead. Just as importantly, the whole game is extremely well-written (for a game, anyway) and features dialogue that's actually worth paying attention to.
''[[Planescape: Torment]]'' took the basic game engine behind the more traditional [[Baldur's Gate]] and twisted it all around into something totally unique. Most notably, it embraced the game medium and lampshaded some of the absurdities of save points and [[Meaningless Lives]] by introducing a main character who literally, in the story, wouldn't stay dead. Just as importantly, the whole game is extremely well-written (for a game, anyway) and features dialogue that's actually worth paying attention to.


''[[Shadow Hearts]]'' is to be acknowledged for having a rather unique gothic horror theme in an original (for JRPGs anyway) setting, early 20th century Europe and China. It also contains Yuri Volte Hyuga, who is considered by many to be the best RPG protagonist of all time (and the other playable characters are fairly well-developed), along with Roger Bacon {{spoiler|(real name Albert Simon)}} and [[Enemy Within|Fox Face]], two of the more memorable JRPG villains, and some of the more creative [[Mook]] designs. While its sequels are to be applauded for proving that JRPG characters don't always to be the same tired, cookie-cutter stereotypes (if a bit [[Ninja Pirate Zombie Robot|drastically]] so), they unfortunately dropped the original dark and creepy storyline and atmosphere in favour of a far more generic one.
''[[Shadow Hearts]]'' is to be acknowledged for having a rather unique gothic horror theme in an original (for JRPGs anyway) setting, early 20th century Europe and China. It also contains Yuri Volte Hyuga, who is considered by many to be the best RPG protagonist of all time (and the other playable characters are fairly well-developed), along with Roger Bacon {{spoiler|(real name Albert Simon)}} and [[Enemy Within|Fox Face]], two of the more memorable JRPG villains, and some of the more creative [[Mook]] designs. While its sequels are to be applauded for proving that JRPG characters don't always to be the same tired, cookie-cutter stereotypes (if a bit [[Ninja Pirate Zombie Robot|drastically]] so), they unfortunately dropped the original dark and creepy storyline and atmosphere in favour of a far more generic one.
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For more traditional fare, check out:
For more traditional fare, check out:


* The ''[[Final Fantasy (Franchise)|Final Fantasy]]'' series: ''[[Final Fantasy I (Video Game)|I]]'', ''[[Final Fantasy VI (Video Game)|IV]]'', ''[[Final Fantasy VI (Video Game)|VI]]'' for oldschool, then ''[[Final Fantasy VII (Video Game)|VII]]'' and higher for better graphics and more complex gameplay (and more pretentious, if nothing else, plots).
* The ''[[Final Fantasy]]'' series: ''[[Final Fantasy I|I]]'', ''[[Final Fantasy VI|IV]]'', ''[[Final Fantasy VI|VI]]'' for oldschool, then ''[[Final Fantasy VII|VII]]'' and higher for better graphics and more complex gameplay (and more pretentious, if nothing else, plots).
* The ''[[Dragon Quest]]'' series. ''Dragon Warrior III'' and ''IV'', which are oldschool and got updated for "better" graphics later.
* The ''[[Dragon Quest]]'' series. ''Dragon Warrior III'' and ''IV'', which are oldschool and got updated for "better" graphics later.
* If you want to go ''really'' oldschool, consider checking out a [[Roguelike]], early ''[[Ultima]]'' games, or ''[[Wizardry (Video Game)|Wizardry]]''.
* If you want to go ''really'' oldschool, consider checking out a [[Roguelike]], early ''[[Ultima]]'' games, or ''[[Wizardry]]''.


=== '''The Epic Fails''' ===
=== '''The Epic Fails''' ===
''[[Horrible Demon 2]]''. The backstory is that there was a [[Exactly What It Says On the Tin|horrible demon]] running around until the hero with the [[Infinity+1 Sword|legendary sword]] ''[[Rock Beats Laser|threw a stone]]'' at it and it went away. Now the hero this time round has summoned it (by the way, one reviewer likened it to a buffalo/[[Pokémon (Franchise)|Pikachu]] hybrid - the Game Boy does have graphics limitations but [[Special Effects Failure|not to that extent]]) but it's gone out of control and you have to stop it. There's no challenge because, in keeping with the backstory, you can buy a stone that you can throw at anything to effortlessly defeat it. [[Anticlimax Boss|Including all the bosses.]]
''[[Horrible Demon 2]]''. The backstory is that there was a [[Exactly What It Says on the Tin|horrible demon]] running around until the hero with the [[Infinity+1 Sword|legendary sword]] ''[[Rock Beats Laser|threw a stone]]'' at it and it went away. Now the hero this time round has summoned it (by the way, one reviewer likened it to a buffalo/[[Pokémon|Pikachu]] hybrid - the Game Boy does have graphics limitations but [[Special Effects Failure|not to that extent]]) but it's gone out of control and you have to stop it. There's no challenge because, in keeping with the backstory, you can buy a stone that you can throw at anything to effortlessly defeat it. [[Anticlimax Boss|Including all the bosses.]]


''[[The Demon Rush]]''. The Demon Rush is the ultimate example of How Not To Do It--how best to mismanage your time, budget, and skills. It's patently obvious the designer has only played a few JRPGs--The Demon Rush plays like a JRPG xeroxed to the point of illegibility, to the point where despite being a computer game you can't even use the keyboard to write your characters' names or use the mouse to click anything. The plot is an incomprehensible mess of exposition, jargon, and "dramatic revelations" that require more exposition and more jargon. Characters are poorly-designed in every way: they look stupid, they have random abilities that make every character a useless jack-of-all-trades, and they're all poorly-written, with most of them talking in the same voice and in the same stilted diction. Enemies are staggeringly hard and drop zilch for experience. Bosses are too easy. Deus ex machina and author appeal are everywhere. Even the coding is a abomination. See the [http://forums.somethingawful.com/showthread.php?threadid=2913491 announcement thread] and the [http://forums.somethingawful.com/showthread.php?threadid=2925321 Let's Play] on the Something Awful forums for the full skinny. Take notes on a piece of stationary titled THINGS I MUST NEVER, EVER DO.
''[[The Demon Rush]]''. The Demon Rush is the ultimate example of How Not To Do It--how best to mismanage your time, budget, and skills. It's patently obvious the designer has only played a few JRPGs--The Demon Rush plays like a JRPG xeroxed to the point of illegibility, to the point where despite being a computer game you can't even use the keyboard to write your characters' names or use the mouse to click anything. The plot is an incomprehensible mess of exposition, jargon, and "dramatic revelations" that require more exposition and more jargon. Characters are poorly-designed in every way: they look stupid, they have random abilities that make every character a useless jack-of-all-trades, and they're all poorly-written, with most of them talking in the same voice and in the same stilted diction. Enemies are staggeringly hard and drop zilch for experience. Bosses are too easy. Deus ex machina and author appeal are everywhere. Even the coding is a abomination. See the [http://forums.somethingawful.com/showthread.php?threadid=2913491 announcement thread] and the [http://forums.somethingawful.com/showthread.php?threadid=2925321 Let's Play] on the Something Awful forums for the full skinny. Take notes on a piece of stationary titled THINGS I MUST NEVER, EVER DO.