Bare Bones – MMO Dream Game

There are a lot of games I would really love to play. Unfortunately, plenty of them don’t exist yet. I’m going to describe a mish-mash of mechanics that I’d love to see, making up a game that I’d love to play. These are going to be very bare bones descriptions – I’m not outlining an entire game start to finish. As promised when talking about my ideal FF7 copy cat game, I had one other very old idea that I was going to write up. Guess what, it’s time. I’m going to examine the skeleton of my ideal Legend of Zelda-style MMO.

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Bare Bones – RPG Combat Systems – Part 1

As long as there have been RPGs (particularly JRPGs, though this applies to early western RPGs in a broad sense as well) there has been turn based combat. Games are a world of fun (well, if they’re well made) abstractions that let the player interact with the setting in a meaningful way. One of the more abstract but rather effective systems out there is turn based RPG combat. I couldn’t say for sure if it’s a matter of the genre imposing inherent limits (though I’d argue that it’s not), but there’s been a lack of innovation among relatively traditional turn based combat systems. It’s been around for long enough that I think we could be throwing in some new ideas. So, in that spirit, I’ll talk about some of my ideas for one of my favorite gameplay systems.

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Bare Bones – RPG Magic Systems – Part 4

In an effort to be constructive rather than just critical, I’m dreaming up some alternatives to the standard “list of spells (gained by level up or purchase) that you can cast with MP” magic system that forms the standard for RPGs. If you want to read the prior systems, check out parts 1-3 (really, someday I’ll make this a link). Okay, time for one last magic system.

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Bare Bones – Rhythm Rail Shooter Dream Game

There are a lot of games I would really love to play. Unfortunately, plenty of them don’t exist yet. In the same way that conjecturing about possible magic systems felt like some of the best writing I’ve done in ages (if only because it’s productive instead of critical or referential), this is going to be some fun stuff to outline.

I’m going to describe a mish-mash of mechanics that I’d love to see, making up a game that I’d love to play. These are going to be very bare bones descriptions – I’m not outlining an entire game start to finish. This time, I’m going to examine the skeleton of my imagined rhythm and rail shooter game.

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Bare Bones – RPG Magic Systems – Part 3

In an effort to be constructive rather than just critical, I’m dreaming up some alternatives to the standard “list of spells (gained by level up or purchase) that you can cast with MP” magic system that forms the standard for RPGs. If you want to read the prior systems, check out parts 1 and 2 (I’ll maybe post links here someday). Okay, time for another magic system.

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