How To Fail At Making An RPG

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When you want to make a bad RPG just watch this video.

If you would like to learn to code, I recommend these great online courses! (It's what I'm using.)

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Music:
Doh De Oh by Kevin MacLeod

Music from Uppbeat:
“Ultraviolet” by Infraction
License code: YIURZVPOYH5GKMYA
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Hey you... yeah you.... Have you ever worn some RPG shoes??






They have dark souls.

Artindi
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The best thing to do is make a long, unskipable, cutscene esc opening to the game that puts you on rails for an extended period of time. And then force the players to go through it on each and every single playthrough with no way of bypassing it without mods. Tons of popular “rpg” games do this so it must be a good idea! Why would a player want to quickly jump into a new playthrough with a different build? No they must go through the intro area 500 times to ensure maximum immersion.

mcbadrobotvoice
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Don't forget to make the numbers bigger. Just tack a few zeroes onto everything.
Losers deal 12 damage. Champs deal 120 billion

aprinnyonbreak
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I think it's also pretty important to have an equipment system where the coolest things you could wear are pretty much worthless, and the things that actually give you the stats you need look completely ridiculous

brandongordon
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Don't forget what RPG stands for: Really Primarily Grinding!

EdKolis
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A good alternative is tying overall XP to individual weapon or spell levels, so as soon as your player has maxed a thing he likes, instead of enjoying it he basically has to abandon it for another level 0 thing to avoid wasting XP

PabbyPabbles
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amazing.

For my idea: if you ever decide to give good game development advice, I'd say call it: how to fail at failure

microdavid
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2:24 As a Kingdom of Loathing player, having Moxie be associated with Strength instead of Agility activated my fight or flight response.

calvinanderson
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"Instead of Agility, call it Ferocity, and instead of Strength, how about Moxie" Man, this guy really hated Disco Elysium hahaha.

cynicanal
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Alternatively, you could get rid of any progression system and make all the combat happen through single use items you can carry a limited amount of, with money used to buy more of these items as the only reward for battling, making it more worth it to avoid any enemy encounters because it only costs you what you need for the bosses

We call it Paper Mario Sticker Star

paulgrotebeverborg
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Tbh having TOO MUCH choice in making character builds is a burden as well. Like as I get older, I get more and more often stuck with complicated mechanics and an abundance of choice present in games like Pathfinder or Rogue Trader. All the talents, the archetypes, classes, and not only do you have to level up your character, but the entire party as well. Kinda made me appreciate the "take Axe skill = be good at Axes" approach, with a few caveats, ofc.

mercs
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- If you make an RPG with a classic random encounter system, make the encounter rate either stupidly high, or practically non-existent. That wait the player is either harassed by enemies when they’re low on health, or desperately walking in place for entire minutes as they starve for XP.
- If you make players reload the last save when they die, perfect! Losing a half-hour or more of progress like that was sorely missed by players. Even better, don’t put a save point near a boss fight or even remind the player in some fashion to save before they go in. If they accidentally run into the fight and get trapped in it for an assured game over, that’s just a skill issue. Even better, if you *do* remind them to save, sometimes do so in rooms that lead to cutscenes where they *don’t* fight the boss, tricking the player into wasting all of their powerful items they saved up for this very moment. Oh yeah and *now* introduce your autosave feature that is a thing now. Not for any convenience for the player; Make sure the autosaves only trigger whenever it’d screw them over, such as aforementioned tricks to waste the player’s items, or autosaving *right as they die, * meaning they’ll always die upon loading in, bricking their save forever.

TheMamaluigi
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the bit 'change stats names' with Strenght to Moxie had me dying

manu_elle_arg
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Dude this art is so simple but fun to watch. I'm currently making a Fire Emblem Romhack; so this is different.

Grimdock
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Always happy to see a new entry in this series!

CheckovStuff
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Definitely make sure that all your enimes drop loot that has progressively equal amounts of positive and negative effects so the player spends more time in the inventory screen than the actual game. Also make sure you can only carry five items at a time = )

eoinbradley
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And don't forget to add extremely tedious Battle with enemies that are damage sponges behind every corner, You don't want them to actually enjoy the Battle system

valentinsilva
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"10k skeletons that only two at a time every 20 minutes", the fact I've played RPGs that force me to grind that

Davian
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2:48 well Lisa sort of does that.
but then again even if the choices don't affect the ending, they affect the gameplay.
I don't think it's always bad to limit an RPG to one ending, sometimes it's better for the story.
In Lisa The Painful's case, the character you play is already on a path to self destruction, you just watch him progress down that path.

gegor
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The Thesasurus part hit me right where it counts 😔- wait hol up. Striked me right where its embodied 😔

creditsunknown