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How to make an FPS

Are you thinking about making an FPS? No? Well you should be! No genre requires less thought to construct a game in it, why, you'll even be criticized if you don't use someone elses already well established game engine as a backbone for it! Big time developers and indie crews looking for their big break can make use of this guide alike, provided free of charge. Simply check the answers to the ten question quiz below that appeal to you, and you'll be on your way to the new release of your dreams!

  1. Your game takes place...
    • during World War II
    • in the future in space
    • in the future somewhere that looks like World War II
    • in an alternate version of World War II that's either futuristic or magical
  2. Your main character is an emotionless...
    • scientist/writer/janitor/other unlikely hero career that bears little to no impact on the plot
    • marine
    • space marine
    • wizard marine
  3. The advertised gimmick of your game will be...
    • a weapon that uses your physics engine somehow
    • its cover system
    • squad control
    • more realistic grey and brown coloring than the last grey and brown colored game to be released
  4. The antagonists of the game that threaten your nigh unkillable hero are of course...
    • aliens
    • zombies
    • nazis
    • alien nazis
    • zombie nazis
    • caveman nazis
  5. Though there will be a lot of weapons in the game to use, the only one the player will have to rely on is...
    • the weapon that uses your physics engine somehow
    • the starting rifle
    • the rifle your antagonists (from now on reffered to as 'nazis' for simplicity sake) are carrying and always drop ammo for.
    • your one hit kill knife/wrench/fist/boot/wizard hat
    • the unlimited ammo quicksave button
  6. Though your game has a short runtime, it'll make up for that with...
    • multiplayer
    • collectables
    • varied difficulty levels
    • greyer and browner nazis than anyones seen before
  7. To bring people into your game, you'll want to combine the adernaline of combat with...
    • horror themes to keep players on their toes
    • slightly homoerotic overtones of brotherly comraderie
    • very homoerotic overtones of brotherly comraderie
    • cursing
    • homoerotic cursing
  8. Despite the short run time, to keep people from getting bored you'll provide a break in the action with...
    • cutscenes
    • vehicle sequences with awkward controls
    • stealth sequences with awkward controls
    • nazi stacking puzzle minigame with awkward controls
    • slightly different looking grey and brown nazis who carry weapons you can't pick up for some reason
  9. Though your game may feature multiple types of multiplayer, you'll specialize in...
    • co-op
    • four player deathmatch
    • barren online multiplayer
    • broken online multiplayer
    • competitive nazi stacking puzzle minigame
  10. Congratulations! Your game has released! Your first DLC...
    • fixes all the bugs your rushed game had when sent to market
    • was the end of the game you'ld already finished but figured you could charge five more bucks for
    • makes your space marine look like a wizard marine (or vice versa!)
    • unbalances or destroys whatever multiplayer mode people were enjoying

Well, I hope that helps everyone!

Mortal Kombat vs DC, can, and will it work?

Mortal Kombat is the prime example of mediocre. Never bad enough to be retired along with other fighting games, but never holding its own in the big leagues with titles like Street Fighter, Virtua Fighter, and Soul Calibur.

This post is ENTIRELY inspired by MK vs DC (Or is it MK vs DCU?), a game that, really sounds like a bad april fools day joke (I mean come on, Marvel vs. Street Fighter. I don't have to point this out.) I'll admit to not having personally purchased an MK game in, well probably a decade now, but thankfully I have a friend who still religiously picks up the series so I've played my share through the various installments. And, being a bit of a fighting game enthusiast, I can see that the series is a decidedly casual one. It lacks depth, sophistication, and proper balance, and instead has large, large lists of similiar characters (often looking as though you took similiar models and slapped fresh clothes on them, down to similiar standing, moving, punching animations), through in lots of blood, gore, and fanservice (minigames aplenty.)

That's fine, I've got no problem with it, it works in its own way, but it really is just an average series that through properly playing off controversy has managed to worm its way into the hearts of millions, and then to tear said hearts out at the sound of 'Finish Him'.

Changing gears, DC is one of the top comic book publishers in the U.S., and depending on who you ask it's either just above or just behind Marvel (you'll find, I think, the fanboyism has died down a bit, I find fewer and fewer people insulting one of the series to bolster the other.) That being said, DC has never produced good games. While Marvel has been hit or miss, DC has been almost entirely miss (save for a few Batman titles here and there. No wonder he's the one on the cover of MK vs DC.) One of the main problems is that DC heroes are very poorly 'balanced', and I don't mean Batman vs. Superman, that's a more even matchup than most might think. It's easy to translate heroes like Spiderman and Wolverine into games, they're both skilled fighters who get by on stealth and agility as much as strength. Batman is in a similiar vein, allowing player skill to translate into his stats. But characters like Superman are just too hard to make a game about, with so few things damaging him (and to be honest, he's not the most disciplined fighter, more from the 'I'm so much stronger and faster than you I don't need technique' school of fighting.) When you watch Marvel vs. Capcom in action, you somewhat 'believe' that Ryu and Spiderman could have an even match. Could Scorpion really stand up to the Flash?

It'll depend on the gameplay, it's way too early to say, but I'm going to ask two questions here, and we'll start with the most important, CAN MK vs DC work?

Yes. It can.

MK needs to remember what appeals to its fans, which is, basically, fan service. Unfortunately, a non M rating is going to take the needed gore out of the game, but little nods and asides to the series can make it.

DC fans well, they've never been pleased before, they've had nothing but garbage thrown at them, and all they need is a fun game. It doesn't have to be stellar, it doesn't have to reinvent the wheel, but it needs to be entertaining. Superman is a wash, he'll never be made fun in a fighting game and I think most people accept that. But Batman, the Flash, these people can be, and they need ot be done up properly, fan service wise, by taking a lesson from Marvel vs. Capcom.

Let's look at one of the more popular Marvel choices from the vs series, Spiderman. He's got all of the web moves, and he mentions 'spider' in his attacks, he even has web shielding. But what makes Spiderman memorable in the series? His fighting stance, bent over, shifting back and forth. It's classic spiderman, that's how he looks when he fights, performing flips and jumps, unnecessary feets of agility to keep his opponents on their toes. Another good example is Wolverine, his bestial nature is well captured in all of his character animations.

Midway needs to take a look at the incoming DC bunch and do them properly, the Flash will not look right in the standard MK fighter pose of one arm forward, one tucked in, rocking back and forth from one foot to the other. If they'd just done Spiderman standing up straight he'd never have had the appeal he has now. The Flash needs to churn his feet in place, probably have some blur effect going. His movement speed needs to be fast, and his dash should probably be barely watchable. Balance is not what is important here, you can go for balance, make his attacks weaker and easier to hit with, but balance should come after you've made the character 'feel' like the Flash. It'd have been easier in 2D, but in 3D, there's still a shot.

Also, it needs online play. Online is the new Arcade for fighting games, and lag free online play is huge for a game.

Well, if it can work will it work? That really is the question that's harder to answer, but if I had to bet?

No, it won't.

If I had to just guess, I'm going to say it'll come out 'Ok'. The MK people will look, feel, and play like MK people, and the DC people will look, fell, and play like MK people. DC fans will be somewhat happy to have a playable fighter with their heroes, but Batman will feel less like actually using Batman and more like using another ninja. Considering DC is more protective of their franchise, it'll be less likely to see them in big bobble headed puzzle minigames and the like, and I think MK fans might realize how much they actually miss the tongue in cheek way MK realizes that fighting itself is a very small part of it's overall game property.

The game won't be an epic fail, but no ones going to be playing it for years to come. Still, it's too early to nail it in the coffin, and as someone who often ends up playing MK, and who has some fondness for DC (I rather hope The Question will be in it, though I'm going to assume Rorshach is just getting my hopes up too high), I want them to succeed. I'll keep a half eye on it, not something I'm really looking all that forward to, but they'll have to do a lot of convincing to get me hyped.

The next evolution for a few Classic Series

I've always pondered where games should go next, especially favorite titles from my youth. A good example of a series that has aged well is Mario, sticking to core mechanics, the gameplay has remained solid over his many staring titles, taking better to 3D than any other platform hero, consistently delivering new and fun innovations.

So, with the next generation in full swing, it's time, I think, to post some thoughts on where some classic series should be going, I'm going to start with the one who needs the biggest reboot.

Sonic

Oh Sonic... what happened to you? Sonic 1, 2, 3 and 'and Knuckles' were all brilliant gaming, but since then most of what has been released (aside from some of the portable 2D titles) has gone distinctly downhill, starting at average and dropping into the pathetic. Shadow the Hedgehog takes the... odd gameplay choice of punishing you for moving through a level quickly (That to me is more of an afront to Sonic gameplay than guns or even vehicles), while 'Sonic the Hedgehog' includes the... odd choice of having a human female love interest.

I'm going to harken back to how I fealt playing the first 3D Sonic title, Sonic Adventure. I saw it as an ambitious, but flawed, step in the right direction, and the game I imagined coming eventually was something along the lines of what Shadows of the Collasus delivered. What I want is, an open world Sonic game.

Sonic has already shown perfection in 2D platforming, and I really have no problem with more of those coming out, but if he really wants to step up and evolve, he's going to have to resist mission and level based structure. Levels shouldn't contain Sonic, they were just tools to showcase his speed, but with todays gameplay systems, they're just in the way of showing off true Sonic moves.

A Sonic game should be made with an open objective to 'Collect the Chaos Emeralds', without giving you their locations, just placing you in a large world full of various paths for you to explore and enjoy. Loops, narrow mountain paths, even springs can be strewn with care and percision to create ways the game 'intends' for you to take, while leaving the freedom for you to really explore the world at your own pace, as long as that pace is fast. Give the player room and time to build up to some impressive speed, forget about most of the trash enemies, they just serve as an excuse to slow Sonic down, just leave bosses and the environment to serve as obstacles and danger for our quick footed hero. Don't constrain him with invisible walls or boundaries, let the world try and contain him.

Pokemon

Hey, I'm still a pokemaniac, and going online was a brilliant direction for the series, especially for me since I don't have as many friends hanging around to battle and trade with. That being said, the core gameplay hasn't really changed all that much, and the 2D, unanimated sprites are starting to get a little stale. Mystery Dungeon and offshoot titles aside, I think unless the next game throws some innovation at us, it's not going to get the stellar reviews this cherished series once did. So, what do I think it needs?

3D graphics- It's almost criminal that we still have to wait for the home console titles to see our pokemon on 3D, considering the power of the DS handheld. Stop giving us little back and forth wiggles and two frames and start giving us at least something nice to look at. Plus, you're going to need 3D if you take my other thoughts in mind.

Non-Turn Based Structure- Here's where I know I'm going to lose a lot of Pokemon fans but, turn based gameplay is just very out of date. I know that it makes Pokemon very 'technical' but it also restricts it to a straight by the numbers game. I always enjoyed Pokemon more as a kid without knowing about EV's and how to properly build a special sweeper, and bolt-beam combo's and choice banders. My vision of a properly 'evolved' Pokemon title would take combat in some form of overhead style camera, where you tap on a spot to direct your Pokemon to move there, and use either facebuttons or icons to initate attacks. This really opens up the range for attacks to be 'different'. Iron tail might have a good sweeping radius damage to make it easier to hit with, while rock throw might have the bonus of ranged damage to let you not worry so much about quicker pokemon keeping their distance. It also would better convey the 'feel' of directing your Pokemon as a trainer. Final Fantasy has been working to shed it's turn based roots, and I think it's about time for Pokemon to do the same. It'll disenfranchise the 'min/max tournament' crowd, but it would make the game tons more fun (and more open for players of various skill levels to compete). Balls would actually have to be thrown in a system like this, could really introduce some fun mechanics. 2v2 matches would also be much greater tests of skill, and it'd be easier to include 'loyalty' style systems where they're harder to control without proper badging.

Pokemon 'Pal'- Along with 3D gameplay, you should be able to have a 'pikachu'. Just a pokemon always out of his ball following you around when you're walking if you want. Maybe some restrictions on oh... Onix and it's brethren, not that I'm saying it's impossible but I'll forgive them if they don't let me have a Tyranitaur following me around, but I should at least get to have a Growlithe nipping at my heels.

Psychonauts

Psychonauts needs to evolve by... having a new game. Even if it's something totally different with similiar humor titled a 'Spiritual Successor'. But yeah, not having a game hasn't been working for the series, so having a new game might be a step in the right direction.

I have some other thoughts, notably on Mortal Kombat, but I'm going to just write up another post about... well... everything that's wrong with Mortal Kombat, because it'll take up too much space here.

Where RPGs need to go.

Oblivion, Final Fantasy, Dungeons and Dragons... how could three such diverse properties all be labeled as RPG's? It seems as though the title is a catch all for a genre that doesn't exactly know what it wants to be. There's no denying though, of the big names it all started with D&D. Gygax helped to develop and popularize the idea of leveling up, of having different classes, of equipment, and of a magic system, not to mention dungeon crawls, NPC's, and traps and treasure.

But, these things have been adhered to for too long, and its time for some changes to start working their way into the realm of RPG's. It's been a slow growth process for the industry, other than perhaps sports games, it's one of the ones who's seen the least innovation of core gameplay over the years, and one of the last 2D hold outs in some cases. Not something to complain about, there's a lot of advantages to 2D, but suprisingly, not often for turn based RPG's. 2D is good for platformers and fighters when it tightens up hit detection and negates the need for messy cameras, but for strategy oriented games you could make them as pretty or bland as you like and the gameplay wouldn't change. I personally love 2D art, and don't want to see it go away, it's just odd that one of its last bastions is in a field that gameplay wise has no reason to hold onto it.

But, this isn't an analysis of where RPG's are, it's where they need to go, so let's get down to it.

1. No more hard levels/stats

Leveling creates a palpable sense of being awesome. When you're level 100 you could whip a level 5's butt right? But, in most RPG's, what's the point? In Final Fantasy and other jRPG's, you get stronger, but so do the enemies. The only reason leveling exists is so you can basically adjust the difficulty setting in game. Sure, against later bosses you'll do 5,000 damage where against early ones you did 20, but does it really matter when the later boss takes the same number of hits to kill?

Leveling works in games that have little interaction to compensate for the fact that you have to 'imagine' what you're doing. When I play Earthbound on the SNES, the only way that I know that Ness has powered up is when he's doing more damage to enemies, he looks the same wandering around the world map, and battle animations don't change all that much either. But RPG's have, and will always be about playing a character, a role in the world. Now that we have access to much more advanced graphics, and much more powerful systems that allow for better action sequences, why is my character still fighting like he's a spreadsheet?

To put it another way, strength as a stat exists so that, even though Cloud swings the Buster sword with the exact same animation, now I know he's swinging it 5 times stronger than he was. Since we aren't restricted by animation anymore, why doesn't he just actually look stronger as the game progresses? Why doesn't the swing that early in the game glanced a blow against an enemy, now cause that same enemy to be torn mercilessly in half? Or damage the ground around the point of impact? This connects with the second point I have.

2. Tighter Advancement for Characters

At the end of a Sci-Fi or Fantasy novel/movie, the main character is often stronger. Luke Skywalker from Episode 6 could beat the pants of Luke Skywalker from Episode 4. However, he's not so ungodly stronger that it's not even a comparison. Why then, in roleplaying games, do my characters start off doing 10 damage, and end up doing 9,999? Am I supposed to believe that the hero is now 100 times stronger than he was at the start of his quest? Sometimes, this makes sense, like when someone awakens to magical inner strength, or the like. But changes of that size should be important, not the mark of a gradual level grind. That being said, if you look to what I've said above, though I think characters should palpably get stronger as the game progresses (by learning new skills and by improving in say graphical draw or animation style), they should not look as though they're beyond the realms of believability compared to what they were in the start of the game.

Yes, adventure turns a child into a man, that doesn't mean that it turns it into a man who can now casually fingerflick an enemy to death that threatens people in the starting town of the game, that hardly makes sense. Restricting level growth and advancement allows for a much more believable world. Let's look at Oblivion, Oblivion is basically a game of levels with no levels. Whenever you level up, enemies level up, which begs the question... why are you leveling up? Wouldn't the game, for all intents and purposes, be the same if you just never gained experience and only learned new skills as you progressed?

3. Stop with all the equipment!

When was the last time you read this passage in a fantasy novel 'Urthor and his gang of adventures found their way through the forest to a village they'd never seen before. After stopping by the local inn to insure a room, they went to the weapon store, and sold off all the random items they'd gotten off the enemies they'd slaughtered, and then sold in all their weapons and armor and bought slightly better weapons and armor than they had before.' The idea that you trade in your sword 300 times over the course of a game each time for a slightly better one is ludicrous. In an MMO it helps to extend the idea of showing off how cool you are, but in an RPG it just feeds into the unnecessary and arbitrary 'level' phenemona, and actually hurts the game. Let's look at a classic example.

Final Fantasy VII is a story that has a lot of importance to it, and one of the most important items in it is the Buster Sword. The Buster Sword has a well established backstory (there's a whole game about how Cloud comes to possess it), it features heavily in game related art, and it's an iconic symbol for both its hero and the series of games it produced as a whole. Why then, do you take it off the moment you steal a better sword of soldiers in the Shinra Bldg? The constat swap of armor and items vastly hurts the storytelling possibility of most games, wheras in general fantasy weapons often take on serious import, in a game where you constantly trade up its hard to say the same thing. Its also pretty ridiculous. Swords can be of better make, and they can be smithed better or enchanted magically, but do you honestly think that you'ld be ten times stronger if you had one sword in your hand rather than holding another one?

Games can have equipment that can change over the course of the story, but tieing it into leveling and advancement, especially in RPG's where you have no choice or options, is just a waste of players time. If everytime I go to a town I buy a new slightly better sword, until I get another off a boss, what's the point in the game having them at all? You could just rebalance it so I keep the same sword most of the game and get say, an important enchanted one half way through, and you'ld have another chance to have some really great storytelling.

4. Larger Party Size

If you're going to take on the ultimate evil, the greatest most powerful villain in the world, and you have 8 friends, how come only three of them are stepping up for the last fight? And, on that note, why are there only 8 of you in the first place? Some games set this up pretty well, you can adequately explain why only 6-10 destined heroes are able to stand up to the true evil in the world, but sometimes its pretty flimsy. Sometimes you even know people that can help but arbitrarily don't. That midboss who you beat and switched over to your side? How come he's just sitting in the back cheering you on when you take on his former boss? I seem to remeber him being at least strong enough to be on potion duty or something.

However many people the game gives you, should be allowed in a party. If you make a game with 8 main characters, max party size should be eight. If you're going to give me 100 possible recruits, there better be points in the game where I can take parties of 100 out for an open field battle. It doesn't have to be all the time of course, say you have 8 people, sometimes it might make sense to say 'I think only these people would be good for sneaking in', but when you're just wandering through the woods, how come the other five are sitting out while you wail on the boar that just attacked you?

5. More Action

Action RPG's are becoming more and more common for a good reason, because it's a good hybrid of gameplay. RPG stands for Role Playing Game. The most important part is the idea that you're playing a role, not pointing and clicking. No one said the experience couldn't be immersive. Having more and more active combat, and world exploration really helps to flesh out the idea of that. The thing you need to make sure to avoid though is just increasing the number of clicks. One click autoattack versus multiclick hitting just changes how tired your hand gets while playing the game. If you really want to make combat more immersive and engaging you need to make sure that you involve the players mind in combat. RPG players will always be a little more cerebral than some of their FPS loving counterparts, so you can't just extend the same system to them. Something akin to what you see in fighting games, with combo's, guards at various levels, and command input, is probably a good place to start.

6. Less Health, more 'shielding/endurance/dodging etc.'

Now that we're moving in the realm of more action, and less leveling, characters should have less health. Being able to withstand a giant meteor smashing you in the face does not help you feel attached to your character. In an extention of more action oriented gameplay, something more akin to Assassin's Creeds 'health' is a good idea. Why are you taking 1000 hits when it would be more logical to have your character dodge and block those same hits, while taking only one or two directly kills him? If RPG's are going to work harder at making you feel more in the role of the character, they need to move in this more 'realistic' direction.

The other advantage of using endurance over health is getting to avoid ridiculous heal spells and potion spamming. Not that healing magic and potions have no place in fantasy, but they're a bit awkward and overused. Usually in fantasy epics healing magic isn't just something you chain spam during the entire fight, I don't remember Aragorn yelling at Gandalf to stay in the back and cast 'Heal 3' while he was fighting off Orcs. Recovering Endurance/armor with rests, patching kits, or even bandages and food is a lot more fitting.

7. Over the Shoulder Camera

Everytime you pull back for a cinematic, or a sweeping shot, or you watch a battle scene from the side of the screen, you break immersion with the character and reinforce the notion that you're watching, rather than living a story. Now, First Person actually doesn't work well either, because when you're in First Person it's all too obvious that you're actually involved in a game at the moment. Over the Shoulder provides both a stable wide field of vision, and at the same time, gives you a real sense of connection to your characters actions. The input of the control feels much more tied to the on screen action from an over the shoulder view than most others, and it allows your imagination to better connect yourself when you can view your characters animations from up close.

8. Remove Direct Control of Multiple Characters

Yes, AI squadmates are rarely useful, but they've been getting better over the years, and one of the detriments to many games is the total control that you have. In FF VII am I playing as Cloud? Tifa? Barret? Everyone? I feel more like someone watching a story unfold than an actual player in the part. Such games might better be titled NPG's, for 'Narrator Playing Games'. In many ways you are the Narrator, you direct the action in a vague sense and watch it unfold. If you really want to have the player connect to the character, you need to tie the player more and more to that characters actions. Systems like the Gambit System, and squad commands in Mass Effect show that it's squad commands, if they're not quite there yet, are getting more and more viable, and its a trend that needs to continue. I feel much more like the hero if I'm taking time in between battles to set up strategies and time in battles to shout orders rather than leaping out to just straight up control someone.

9. Get Rid of Random Encounters

Once again, have you ever read a fantasy novel that went 'Uthor then set out with his brave friends to travel to the Castle of Forgoth. After stepping into Dorlaen woods, he and his party encountered an ape which they slew, and then five feet further another ape reared its fearsome head, and they slew it.'

Random Encounters only exist to support the artificial leveling mechanic. Most if not all games even treat these monsters as garbage, when was the last time in either a jRPG or a US one that any trash goblin or monkey in a dunegon seriously threatened your party? Do things up properly, reduce the number of encounters (yes, if I'm in a dungeon, I should probably fight a goblin or two I'd hope), but make them more serious and deadly. If the game calls for it, allow stealth to make a difference. And for the love of pete, don't make Apes drop gold. Goblins, yeah, ok so maybe he was carrying gold, but an ape should give me at best ape fur (not bannanas, why would an ape bring bannanas to a fight?). And why do only some cows you kill in games leave behind 'leather'? If I can skin a cow, I should be able to skin every single one I fight, the same goes for fish scales, dragon eyes, whatever.

10. Do NOT use 'realistic' inventory systems

Realistic inventory systems work for survival horror games and that's about it. Having to clumsily manage your inventory and weight/size restrictions is a tremendous pain and gives no worthwhile immersion. But, then again, if you're taking my other advice and cutting out all the ridiculous equipment, and modifying the health system to a more 'endurance' based one, this shouldn't be so much of a problem.

11. Heroes should be Bland or Heavy with Personality, not inbetween

Not in the middle, perhaps the worst in the middle example is Kite from the .Hack series. He has a voice, but has absolutely no personality, walking in the middle road between 'silent protagonist' and 'voiced protagonist'. That makes him exceedingly boring. You don't have to leave choices to the player to give them immersion, people like playing as cool characters, and sometimes taking a character out of a players control for major decisions is fine, if you can make someone they'll want to play as (aka Dante from DMC). Both paths work, but should be done appropriately. If you're going to give a character a distinct 'personality', give him a voice and make sure he's well represented. Though I love the game, I'll have to point to Chrono Trigger as something that does this badly. Chrono makes certain obvious decisions over the course of the game. He has expressed goals and relationships, but he never talks. That combination prevents you from really 'getting in his shoes' from either side of the equation. Mass Effect is a good example of the 'American way', they manage to hold to a story even while creating the illusion of choice in many places, but you really get a feel that you are in control of your character, whether he's a jerk or a military brat or a kind hearted philanthropist. It's a brilliant push further down the path. On the other hand, to move a bit into turn based gaming, Disgaea is a great example of the other side. You don't get much choice over what Laharl does, he has a very expressed personality and goal, and you as the player are sort of along for the ride, even if he's doing things you wouldn't. But its never something you complain about. Laharl is bursting with personality and memorable phrases and scenes, and you can't help but enjoy following through his evil plans, point in fact he allows you the pleasure of working out some of your darker sides in a more light hearted fashion. RPG's don't have to be about choice, but either let the player be free to a pretty extensive scope, or keep them constrained in a very enjoyable storyline. The more you move into the middleground the worse the story gets.

12. Reduce Gametime

This is my last real point. Many RPGs are just too long. I know people don't want to necessarily agree with me on this, but this should flow naturally from many other things I've suggested. If you get rid of random encounters, gear progression, leveling up, and all that stuff, you can bring the game down to what's really important, the story. 20-30 hours is more than enough time to tell an engrossing story once you've cut to the heart of it, and you won't wear out the welcome of your combat system. Everything gets boring after awhile (except for PVP play), and very few people will play any sort of PVE game for 50+ hours, so that needs to be taken to heart when you're drilling things down.

There's other thoughts I have, like the fact that danger comes from more than combat, and increasing the number of political and environmental dangers in RPGs, but I think thats enough thoughts on the matter for now. Its a genre I love and I see it moving in the right direction, but I just think theres some trappings of the past that need to be shed away.

False Codec Scripts Vol. 1

I was bored the other day, and prepared some Codec scripts for characters who may have (and... may not have...) appeared in Brawl. I may have some more up later, but for now...

Travis Touchdown

Snake: What the... who is this weirdo?

Otacon: Oh, Travis?

Snake: What? You know this guy!?

Otacon: Oh yeah, we go way back. We used to run into one another at conventions all the time. But, he hasn't been showing up as much lately, I hear he's pretty busy with the assassin work after he won that beam saber in an internet auction.

Snake: An online auction!? It's that easy to get a weapon like that?

Otacon: Well, I don't think it was all that easy, he did have to snipe a guy for it. Anyways, he may seem like a nerd, but watch out. He's a master of Lucha Libre, and his unorthodox sword techniques have taken down many of the worlds best assassins. Guess you can be an Otaku and pretty tough huh?

Snake: Whose side are you on anyways?

Otacon: Oh... sorry.

Cloud Strife

Snake: Just look at the size of that sword... and he's spinning it around like it was nothing...

Colonel: Snake, that's the Buster Sword, and its owner is Cloud Strife. Rumor has it that he was an ex-member of the elite paramilitary unit SOLDIER. However, he's more known for his life later as a mercenary operating under the group AVALANCHE, taking on the Shinra Electric Power corporation over their destruction of the planet through overuse of limited natural resources.

Snake: So, he's some kind of eco-terrorist? He doesn't really strike me as the type for that.

Colonel: There's more to it than that Snake, but that's not important now. Do you see those small glowing stones he has set into his armor and weapons? Those are 'Materia', they allow him to draw out magical powers. Everything from calling down bolts of lightning to summoning a giant fat bird to sit on you.

Snake: A giant bird? Thanks Colonel, but, for the time being I think I'll worry more about that sword.

Ryu (Street Fighter)

Snake: He seems very focused.

Mei-Ling: He's both focused and relaxed at the same time, that's how Ryu always fights. Do you see those symbols on his belt?

Snake: I can't really make them out from here...

Mei-Ling: They represent the four elements. The meaning basically translates to 'Swift as the Wind, Silent as a Forest, Fierce as Fire and Immovable as Mountain'

Snake: Right... so anyways...

Mei-Ling: Snake, those principles have a lot to do with the way that Ryu fights, if he didn't live by that creed, be probably wouldn't have mastered the Hadoken, a technique which allows him to draw his Ki into a fierce ball that he can throw out from his hands. It takes a lifetime of training and dedication to learn things like that

Snake: So that's why it didn't work...

Mei-Ling: Snake, have you been trying to do Hadokens yourself?

Snake: Uh... sorry, gotta get back to the fight.

Yugi

Snake: Whats an emo kid doing out here?

Otacon: That's Yugi Moto, you might want to watch out Snake, he's the 'King of Games'

Snake: Yeah, too bad for him this isn't some game.

Otacon: Right, well... anyways, Yugi is actually a combination of two personalities, a young boy, and an ancient Pharaoh who died long ago. They team up to play a popular children's card game called 'Duel Monsters', and to battle against ancient evils using magical powers. You might want to watch out, those monsters he's summoning aren't just holograms, they're the real deal.

Snake: Two personalities huh? Like Liquid... but... this just doesn't...

Otacon: Snake, I know it sounds...

Snake: Look, sorry, but even after everything I've seen, I'm just not going to believe there's an MPD case out there that's summoning demons from trading cards. Anyways, it doesn't matter what he is as long as I take him down.

Otacon: Well... yeah... good luck.

Jesus

Snake: You've gotta be kidding me!

Colonel: Snake, watch out, that's our lord and savior, Jesus Christ.

Snake: You're joking, it's just some guy dressed up right?

Colonel: You know as well as I do that the bible spoke of Jesus's return and many scholars have put it as coming during our times. This might be the sign of the apocalypse as we know it. Sonic and Mario coming together for a game sounds like the sort of thing that was referenced in ancient texts... it really must be the rapture.

Snake: Should... should I even be fighting him?

Colonel: Snake! You have to keep focused. Jesus wants nothing more than to usher about the end of the world with his return. You may be our last chance to stop him from succeeding in his plans. The United States, no... all of humanity is counting on you.

Snake: Well... guess I've never been a god fearing man before, no point in starting now... I understand Colonel, Snake out.