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If you were to make a classic RPG....

Cornbread78

Member
Alright GAF, it's Friday and slow in the office, so I had extra time for arguement with a buddy about his distaste for RPGs, which made me think... If YOU were to start making a classic RPG (save WRPG vs JRPG for other threads), how would set it up based on the below categories:

Battle System/Style:
- Classic Turn-Based (Suikoden/FFVII/Grandia/Dragon Quest)
- ATB (FFXIII)
- Real Time Battle or "Active Dimension Battle" (FFXII)

World Map/Style:
- Open-World (Oblivion)
- Linear/Scripted
- Mission Based (ME)

World Setting:
- Complete Fantasy world
- Space
- Alternate Earth

Enemies Encounters (world map/dungeon):
- Random
- Shown on Map

Party size:
- 3 members
- 4 member party (classic)
- Multiple parties at once.

Party Subs:
- Anytime
- Save point only
- Back at your "Headquarters"

Party Recruitment
- Many like Suikoden and Radiata Stories (10+)
- Only a few story based recruits (normally 8-10)
- Limit to 3/4 max playable
- Focus only on 1 character, no parties

Story Cliché'/background:
(choose your own if not below)
- Evil force/being/man taking over the world (good vs. evil, often with religious overtones)
- Battle between Kingdoms (political in nature)

Sub Plots to be included for main character:
(choose 2, or your own)
- Love story with another character
- Bring honor back for a bad past
- Save the princess cliche'
- Discover missing/forgotten past
- Unlock secret powers

Point of View:
- Multiple (Suikoden 3/Radiata Stories)
- Narrated by Main Character (active or memoir)
- Narrated by 3rd party (not involved in story)
- Everything 1st person, no narration

Classes to be incuded:
(Choose up to your 8 classes)
- Knight
- Warrior
- Black Mage
- White Mage
- Red Mage
- Blue Mage (monster related)
- Summoner
- Time Mage
- Brawler/Monk
- Ninja/Martial Arts
- Bard
- Battle mage
- Thief
- Gunner
- Priest
- Alchemist
- Archer
- Dragoon
(add your own if you have a personal favorite)


Endings
- The Main Characters and party dies, but they complete the mission
- The entire party dies sacrificing themselves for the world
- The main character and companions live on as heroes
- The "best friend/companion" dies but the main character lives
- The main character's "love interest" dies, but he lives on in regret and sorrow...
- "Happily ever after" ending; everyone lives, everyone loves them, they save the world and become hereos


Obviously, there are many more catagories that can be added, but this is just an overview. Add your own ideas if one is not listed. Hey, it's Friday, u gotta have a little fun!
 
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If YOU were to start making a classic RPG (save WRPG vs JRPG for other threads)

Would be a lot easier to focus on participating in the thread if you either specified "classic JRPG" here or otherwise actually included CRPG categories besides the two token inclusions of Oblivion and Mass Effect.
 
Battle System/Style:
- Classic Turn-Based (Suikoden/FFVII/Grandia/Dragon Quest)


World Map/Style:

- Mission Based (FFX-2)

World Setting:

- Space

Enemies Encounters (world map/dungeon):
- Random


Party size:

- 5 member party (classic)
- Multiple parties at once.

Party Subs:
- Anytime


Party Recruitment

- Only a few story based recruits (normally 10-12)


Story Cliché'/background:
(choose your own if not below)

- Battle between Kingdoms (political in nature)

Sub Plots to be included for main character:
(choose 2, or your own)
- Love story with another character
- Bring honor back for a bad past

Point of View:
- Multiple (Suikoden 3/Radiata Stories)


Classes to be incuded:
(Choose up to your 8 classes)
- Knight
- Warrior
- Black Mage
- White Mage
- Red Mage
- Blue Mage (monster related)
- Summoner
- Time Mage
- Brawler/Monk
- Ninja/Martial Arts
- Bard
- Battle mage
- Thief
- Gunner
- Priest
- Alchemist
- Archer
- Dragoon
sci fi versions of all these.

Endings
- The main character's "love interest" dies, but he lives on in regret and sorrow...
 
This is easy.

Battle System/Style:
Planescape: Torment.

World Map/Style:
Planescape: Torment.

World Setting:
Planescape: Torment.

Enemies Encounters
Planescape: Torment.

Party size:
Planescape: Torment.

Party Subs:
Planescape: Torment.

Party Recruitment
Planescape: Torment.

Story Cliché'/background:
Planescape: Torment.

Sub Plots to be included for main character:
Planescape: Torment.

Point of View:
Planescape: Torment.

Classes to be incuded:
Planescape: Torment.

Endings
Planescape: Torment.
 
Cornbread78 said:
Battle System/Style:
- Real Time Battle or "Active Dimension Battle" (FFXII) + AI Assignments

World Map/Style:
- Open-World (Oblivion) + Instance Dungeons Local/Online Co-Op

World Setting:
- Space - Phantasy Star IV's World

Enemies Encounters (world map/dungeon):
- Shown on Map

Party size:
- 4 member party (classic)

Party Subs:
- Save point only

Party Recruitment
- Only a few story based recruits (normally 8-10)

Story Cliché'/background:
- Battle between Kingdoms (political in nature)

Sub Plots to be included for main character:
- Bring honor back for a bad past
- Discover missing/forgotten past

Point of View:
- Multiple (Suikoden 3/Radiata Stories)

Classes to be incuded:

- Warrior - Defense/2nd Offense
- Black Mage - Offense/2nd Support
- White Mage - Support/2nd Defense
- Red Mage - Support/2nd Offense
- Blue Mage (monster related) - Offense/2nd Defense
- Brawler/Monk - Defense/2nd Offense
- Thief - Offense/2nd Support
- Alchemist - Support/2nd Offense


Endings
- The Main Characters and party dies, but they complete the mission

Hey man, this was fun! Yeah, I'd like to play this sort of game.
 
Cornbread78 said:
Classes to be incuded:
(Choose up to your 8 classes)
- Knight
- Warrior
- Black Mage
- White Mage
- Red Mage
- Blue Mage (monster related)
- Summoner
- Time Mage
- Brawler/Monk
- Ninja/Martial Arts
- Bard
- Battle mage
- Thief
- Gunner
- Priest
- Alchemist
- Archer
- Dragoon
(add your own if you have a personal favorite)

So are you just listing FF classes only? Cuz other than the token Priest, Bard, and Battle Mage(which is more a vague descriptor for what I assume is a mage with decent physical stats) mention that's the entire list.
 
Battle System/Style:
- Real Time Battle or "Active Dimension Battle" (FFXII)

World Map/Style:
- Open-World (Oblivion)

World Setting:
- Complete Fantasy world
- Space
- Alternate Earth

Enemies Encounters (world map/dungeon):
- Shown on Map

Party size:
- 4 member party (classic)

Party Subs:
- Anytime

Party Recruitment
- Many like Suikoden and Radiata Stories (10+)

Story Cliché'/background:
(choose your own if not below)
- Evil force/being/man taking over the world (good vs. evil, often with religious overtones)

Sub Plots to be included for main character:
(choose 2, or your own)
- Discover missing/forgotten past
- Unlock secret powers

Point of View:
- Multiple (Suikoden 3/Radiata Stories)

Classes to be incuded:
(Choose up to your 8 classes)
- Warrior
- Summoner
- Ninja/Martial Arts
- Battle mage
- Thief
- Gunner
- Priest
- Archer


Endings
- The main character and companions live on as heroes
 
OK, let's have a go:

Battle System/Style:
- Real Time Battle or "Active Dimension Battle" (FFXII)

World Map/Style:
- Open-World (Oblivion)

World Setting:
- Complete Fantasy world
- Space
- Alternate Earth

Any of the three, but the world needs to be fleshed-out, compelling, internally consistent, and not apocalyptic.)


Enemies Encounters (world map/dungeon):
- Shown on Map

Party size:

- Multiple parties at once, preferably with varying numbers of members.

Party Subs:
- Back at your "Headquarters"

Party Recruitment
- Only a few story based recruits (normally 8-10)

Story Cliché/background:
(choose your own if not below)
- Battle between Kingdoms (political in nature)

Sub Plots to be included for main character:
(choose 2, or your own)
- Love story with another character
- Bring honor back for a bad past
- Discover missing/forgotten past
- Unlock secret powers

Any of these are fine. All four seem to apply to V
alkyria Chronicles
, which I really enjoyed.


Point of View:
- Narrated by 3rd party (not involved in story)

Classes to be incuded:

Anything is fine, and I'd like to see more non-traditional classes.

Endings
- The Main Characters and party dies, but they complete the mission NO!
- The entire party dies sacrificing themselves for the world NO!
- The main character and companions live on as heroes Yes
- The "best friend/companion" dies but the main character lives Maybe
- The main character's "love interest" dies, but he lives on in regret and sorrow... Maybe; if done well
- "Happily ever after" ending; everyone lives, everyone loves them, they save the world and become heroes Yes!

Additional possibilities:

- The heroes succeed in their mission, but the rest of the world doesn't necessarily find out about it, or finds out about it long after in a bookend/frame story (FF Tactics ending / Durai frame)
- The main party is divided loyalty-wise at some point in the story, and one side succeeds at the expense of the other side
- The hero succeeds, leaving behind a peaceful nation/world, but cannot remain there (can't think of an RPG that does this, but the sci-fi novel Ender's Game ends like this)
 
Well I'd open up RPG Maker 2000 due to nostalgia, make a few maps, give some NPCs "witty" dialogue and then lost all motivation to continue.

I've done this so many times I might as well make it an annual tradition.
 
Battle System/Style:

I would endeavor to take the bullshit board game legacy out of the genre. So a hands on action based battle system philosophy akin to Vagrant Story with a weapon, item and ability customization system cranked to over 9000, something akin to monster hunter in that regard.

World Map/Style:

The world would be a large area open for exploration, you can see several areas of interest paining the surrounding horizon but getting to them will be tricky and sometimes you will need a Metroid style gaining of ability or item before it is even possible.


World Setting:

Something like a cross between the Zone in Roadside Picnic and the isolated yet adventurous worlds depicted in Miyazaki classics such as Nausicaa of the wind and Castle in the sky. Atmosphere will vary from place to place but generally Demon Souls, S.T.A.L.K.E.R and ICO/Shadow of the Colossus in range of vibe.

Enemies Encounters:

Enemies are visible and few, but what is lacked in quantity is made up for in quality of the battle should you choose to take them on. Most battles will basically just be boss fights and would require dexterity and expertly crafted items/weapons and abilities to master.

Party size:
It is just you.

Party Subs:
Does not apply.

Party Recruitment:
Does not apply.

Story Cliché'/background:

There is no narrative in this game. It starts with your guy waking up next to a Castle in the Sky'esque crashed single person aircraft. You are on a floating continent in the sky, one which many adventure and treasure seekers desire to get to, but few ever manage to do.

There are several other broken up floating islands on the horizon that you can get to later. These lands are the remnants of a extinct advanced race, but have been abandoned, so they are rife with mad experiments, such as magical creatures, automatons, invaueable technology and other treasures.

Your guy's only desire is to obtain all the treasures he can lay hands on, especially a fated item that grants all wishes. The islands are littered with the corpses of other adventurers who came here, decades, even centuries before and died in the pursuit of the same because the place is so rife with enigmatic dangers.

None of this is explained via text, cinematic or any other exposition technique, it is just made obvious through suggestive visual design of the world itself, not a word will be spoken in the entire game.

Sub Plots to be included for main character:
Nothing, he is just there for the loot.


Point of View:
None. The motivation to play is because the gameplay is good and the mechanic of crafting items/weapons/abilities is very deep and the challenges are brutal but satisfying.

Classes to be incuded:
Does not apply. You are free to explore the possibilities of the crafting system. You find valuable and unique pieces enabling more powerful item/weapon/ability crafts either by finding treasure in places of interest and by felling dangerous foes.


Endings:
After beating the god like abomination, the very pinnacle of the advanced race's discarded creations the greedy adventurer gets what he covets most, but he is so encumbered by his treasures and so unwilling to abandon them that his greed costs him his life.

The game ends with the sight of a new adventurer arriving.
 
BGBW said:
Well I'd open up RPG Maker 2000 due to nostalgia, make a few maps, give some NPCs "witty" dialogue and then lost all motivation to continue.

I've done this so many times I might as well make it an annual tradition.

Just combine all the stuff you've done and you'll have a full game!
 
Battle System/Style:
- Classic Turn-Based (mostly)

World Map/Style:
- Linear/Scripted
Not FFXIII linear, but something like you would expect from an SNES game.

World Setting:
- Complete Fantasy world

Enemies Encounters (world map/dungeon):
- Shown on map

Party size:
- 4 member party (classic)

Party Subs:
- Save point only

Party Recruitment
- Only a few story based recruits (normally 8-10)

Story Cliché'/background:
(choose your own if not below)
- Evil force/being/man taking over the world (good vs. evil, often with religious overtones)
- Battle between Kingdoms (political in nature)

Combination of both.

Sub Plots to be included for main character:
(choose 2, or your own)
- Discover missing/forgotten past
Although it would be handled pretty differently than most RPGs that use this.
- Bring honor back for a bad "present"

Point of View:
- Narrated by 3rd party (not involved in story)

Classes to be incuded:
Wanderer/Mercenary - Fairly well rounded, but emphasizes melee
Knight
Mage - There's not really a specific colored mage class due to the way the magic system would work. But not every mage could use every known spell at once either.
Thief/Assassin
Brawler/Martial Arts


Endings
- The main character and companions live on as heroes
But not exclusively, as they are only part of the effort. The main part, but not the only part.
 
Current Gen/High Definition Final Fantasy Tactics sequel.

All the art and game graphics done like the sweet drawings/oil paintings from War of the Lions on PSP.
 
Fuck this thread from the first post. Not including Infinity engine and elder scrolls already the largest majority of good games from that era.

Regardless this is what i would do.

Battle System/Style:
Infinity engine style Using the style of DOTA2 Source style
World Map/Style:
- Linear/Scripted
Choice Based quests, large open world. 7-8 main dungeon questlines
World Setting:
Something like Witcher with a little more industry (maybe pistols are rare(
Enemies Encounters (world map/dungeon):
Around and stealth killable
Party size:
4-6 party members

Party Subs:
fuck that mechanic, drop team members and pick them up at their respective places

Party Recruitment
ability Build from scratch or recruit NPCs with set questlines and
Story Cliché'/background:
(choose your own if not below)
World is fucked. No Very Evil people, shitty politcians, Shitty Kings, No one inherntly evil but there are some rights to be wronged even if it puts you on the wrong side of the law.

Combination of both.

Sub Plots to be included for main character:
(choose 2, or your own)
- Discover missing/forgotten past
Although it would be handled pretty differently than most RPGs that use this.
- Bring honor back for a bad "present"

Point of View:
Yourself

Classes to be incuded:
D&D 3.5 edition and all subsclasses


Endings
World is Still shit but you killed a few really bad people.
 
Battle System/Style:
- Temple of Elemental Evil by Troika Games with bug fixes using Latest Pathfinder rules

World Map/Style:
- Baulders Gate style with good open area around Main Story quest set pieces

World Setting:
- Pathfinder Inner Sea

Enemies Encounters (world map/dungeon):
Not random except occational random encounters, all others handcrafted encounters

Party size:
- 4 member party (classic)


Party Subs:
Only when story has realistic option to change party members. so in middle of alternate plane? No. In middle of primary city? Yes

Party Recruitment
- Only a few story based recruits


Story Cliché'/background:

Some really great Pathfinder adventure paths would make for a great CRPG
For example


Serpent's Skull

Race to the lost city! Deep in the southern jungles, a fantastic city of wonders lies ruined and forgotten by the outside world, ripe for plundering and exploration by the heroes. Yet they aren't alone—several other factions, from deadly Red Mantis assassins to the avaricious Aspis Consortium—have also been tipped off to the city's existence, and the race is on to see who will reach it first. Of course, nothing in the jungle is as easy as it seems. For once they arrive, the heroes discover that the city may be lost, but it is not uninhabited...

The Serpent's Skull Adventure Path takes players from a shipwreck on the dangerous shores of the pirate island called Smuggler's Shiv to the deep forests of the Mwangi Expanse, and into a lost city where an ancient and powerful race of serpentfolk seeks to resurrect their dead god.


Legacy of Fire

The sands of the desert are unforgiving, and those who show weakness rarely survive. Beset by gnolls and genies, can the heroes stop a wish-maddened warlord from raising one of the infamous Spawn of Rovagug, a living holocaust cast down millennia before? In order to do so, they'll need to brave sand, flame, and the terrors of the Outer Planes—yet the forces at work against them are limited only by the reach of their imagination. And the enemy has had thousands of years to prepare...

The Legacy of Fire Adventure Path begins in the desert nation of Katapesh, where the heroes must attempt to retake a conquered town from a pack of fearsome gnolls. From there, the trail leads to the fortress known as the House of the Beast, an ancient map-world created by one of the most powerful wizards in history, and even the legendary City of Brass on the Plane of Fire.

Sub Plots to be included for main character:

Tons thats what RPG's are about.. relevant to scenarios tho

Point of View:
- Multiple


Classes to be incuded:
All Pathfinder Core classes,but no prestige

Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Wizard

Endings
well ending should be determined by the choices you make as you play
 
EviLore said:
Would be a lot easier to focus on participating in the thread if you either specified "classic JRPG" here or otherwise actually included CRPG categories besides the two token inclusions of Oblivion and Mass Effect.

My bad, left it general with RPG, but referring more towards the JRPG genre.


Fimbulvetr said:
So are you just listing FF classes only? Cuz other than the token Priest, Bard, and Battle Mage(which is more a vague descriptor for what I assume is a mage with decent physical stats) mention that's the entire list.

I listed some basic, classic RPG classes. There are hundreds of others, if you included the WoW classes, etc. I also indicated you can list your own favorites.
 
ScionOfTheRisingSun said:
Battle System/Style:

I would endeavor to take the bullshit board game legacy out of the genre. So a hands on action based battle system philosophy akin to Vagrant Story with a weapon, item and ability customization system cranked to over 9000, something akin to monster hunter in that regard.

World Map/Style:

The world would be a large area open for exploration, you can see several areas of interest paining the surrounding horizon but getting to them will be tricky and sometimes you will need a Metroid style gaining of ability or item before it is even possible.


World Setting:

Something like a cross between the Zone in Roadside Picnic and the isolated yet adventurous worlds depicted in Miyazaki classics such as Nausicaa of the wind and Castle in the sky. Atmosphere will vary from place to place but generally Demon Souls, S.T.A.L.K.E.R and ICO/Shadow of the Colossus in range of vibe.

Enemies Encounters:

Enemies are visible and few, but what is lacked in quantity is made up for in quality of the battle should you choose to take them on. Most battles will basically just be boss fights and would require dexterity and expertly crafted items/weapons and abilities to master.

Party size:
It is just you.

Party Subs:
Does not apply.

Party Recruitment:
Does not apply.

Story Cliché'/background:

There is no narrative in this game. It starts with your guy waking up next to a Castle in the Sky'esque crashed single person aircraft. You are on a floating continent in the sky, one which many adventure and treasure seekers desire to get to, but few ever manage to do.

There are several other broken up floating islands on the horizon that you can get to later. These lands are the remnants of a extinct advanced race, but have been abandoned, so they are rife with mad experiments, such as magical creatures, automatons, invaueable technology and other treasures.

Your guy's only desire is to obtain all the treasures he can lay hands on, especially a fated item that grants all wishes. The islands are littered with the corpses of other adventurers who came here, decades, even centuries before and died in the pursuit of the same because the place is so rife with enigmatic dangers.

None of this is explained via text, cinematic or any other exposition technique, it is just made obvious through suggestive visual design of the world itself, not a word will be spoken in the entire game.

Sub Plots to be included for main character:
Nothing, he is just there for the loot.


Point of View:
None. The motivation to play is because the gameplay is good and the mechanic of crafting items/weapons/abilities is very deep and the challenges are brutal but satisfying.

Classes to be incuded:
Does not apply. You are free to explore the possibilities of the crafting system. You find valuable and unique pieces enabling more powerful item/weapon/ability crafts either by finding treasure in places of interest and by felling dangerous foes.


Endings:
After beating the god like abomination, the very pinnacle of the advanced race's discarded creations the greedy adventurer gets what he covets most, but he is so encumbered by his treasures and so unwilling to abandon them that his greed costs him his life.

The game ends with the sight of a new adventurer arriving.

This sounds really fucking cool. Your story/concept is almost Shadow Tower-like (a PSone From Software RPG). Wandering soul seeking a treasure that will grant any wish, it's pretty much the plot in Shadow Tower. Instead of a nameless treasure it's a Crown that the player seeks. You seem to have all the right ideas here, lol!
 
Battle System/Style:

Tactics Ogre Let Us Cling Together turn based system. Bassically TRPG battle system.

However I am also thinking of using King's Bounty the Legend system or Ogre Battle 64 system. Though in the case of the later some claim it is not an RPG. Hmm if it is King's bounty system I am thinking of a small combination with TOLUT system . So it is a variation of both. You can deploy your units/character but bellow them you will get a number signifying how many of them there are. Generals and Commanders and special characters can be deployed with an army giving them some special abilities. And they will have high hp and not be easy to take down.

World Map/Style:
Linear/scripted but at a lot of points you would have different paths for you to choose from to go as you please. Some would allow you a completely different experience.

World Setting:
-Ancient Greece mostly but the rest relevant to the age world is included with some fantasy and mythology. A mix of history, myth and made up fantasy.

Enemies Encounters (world map/dungeon):
- Shown on Map

Party size:
-You can have up to 40 members in your army and deploy up to 14 characters on the battlefield. However if a different system other than strictly LUCT is chosen that might change.

Party Recruitment:

- You can recruit mercenaries, raise soldiers, get soldiers from the ones you conquer and recruit several story based characters. As well as organize your army.

Story Cliché'/background:
- Battle between Kingdoms (political in nature)
For the moment I am thinking about Alexander the Great story with several variations. Suffice to say there will be quite some talking. Also Alexander here will be the son of a God in addition to the son of Philip. You can play as an asshole, an ambitious conqueror or someone who is morally gray but strives for the most moral possible path. The story will be a big focus here. You start at someone who murders Philip after some dark secrets are exposed and over you being ambitious, and your childhood and Philip's accomplishments are part of the story. I am thinking of starting the story and game by you first controlling Philip for a while.

Sub Plots to be included for main character: There will be a love story.


Point of View: Multiple but it is focused on the man character and most of what we see will show him. However we will get backstory of his father and so on. The cutscenes will be Tactics Ogre style.


Classes to be incuded:
(Choose up to your 8 classes)


Macedonian Phalanx, Archer, Horsemen, manticore, elephant, Mercenary, Persian soldier, Immortal and a lot more. Suffice to say there won't be just up to 8 classes.


Endings
Multiple endings based on your choices. The fate of your empire, yourself and your family/loved ones (if you will get one based on your choices) will be decided.

In one ending your empire will be carved for descedants and might or might not have a lover alive at your death. In another you choose a successor, or you live a long life. Though dying through illness will be the most common ending. I am thinking of a shitload of different endings although the variations between some of them might be small. While with others it would be big.
 
Yuterald said:
This sounds really fucking cool. Your story/concept is almost Shadow Tower-like (a PSone From Software RPG). Wandering soul seeking a treasure that will grant any wish, it's pretty much the plot in Shadow Tower. Instead of a nameless treasure it's a Crown that the player seeks. You seem to have all the right ideas here, lol!

Ideas are a dime a dozen though, but it sounds like I need to check that game out.

Also, I think maybe From Software and me both borrowed the idea for finding an item that grants wishes in an inhospitable place from the novel Roadside Picnic, which itself prolly got it from somewhere else.
 
Actually, I wouldn't make a classic RPG. I have an idea that I hope someday will get into a least a demo.

But, if I were to create a classic RPG, I'd choose:
- Real Time Battle
- Linear style
- In a futuristic fantasy world
- Enemies shown on maps (all of them)
- 4-member parties (with real time changing)
- Only a few story based recruits
- Story background: 2 rivals fighting to be the best warrior or something like this
- Sub plot: unlock mystic powers
- Narrated by the main character
- No "real" class system
- Multiple endings, only based on the final battle result
 
I'd make a JRPG without the anime-cliches. You could fuck characters and kill the ones you don't like. There would be no voice acting.
 
Battle System/Style:
- Real Time Battle

World Map/Style:
- Open-World

World Setting:
- Complete Fantasy

Enemies Encounters:
- Shown on Map

Party size:
- 4 member party

Party Subs:
- Anytime

Party Recruitment:
- Only a few story based recruits (normally 8-10)

Story Cliché'/background:
- Prevent all-out war; no side is inherently good

Sub Plots to be included for party:
(No real main character. Kind of like FFVI)
- Unlock secret powers

Point of View:
- Narrated by 3rd party (not involved in story)

Classes to be incuded:
All would be modern takes on the classes
- Knight
- Warrior
- Black Mage
- White Mage
- Summoner
- Rogue (would be a combination of Thief and Ninja)
- Gunner
- Archer

Endings
- Party would survive. The world power that comes out on top would be dependent on a final decision.
 
Krauser Kat said:
Fuck this thread from the first post. Not including Infinity engine and elder scrolls already the largest majority of good games from that era.

Regardless this is what i would do.

Battle System/Style:
Infinity engine style Using the style of DOTA2 Source style
World Map/Style:
- Linear/Scripted
Choice Based quests, large open world. 7-8 main dungeon questlines
World Setting:
Something like Witcher with a little more industry (maybe pistols are rare(
Enemies Encounters (world map/dungeon):
Around and stealth killable
Party size:
4-6 party members

Party Subs:
fuck that mechanic, drop team members and pick them up at their respective places

Party Recruitment
ability Build from scratch or recruit NPCs with set questlines and
Story Cliché'/background:
(choose your own if not below)
World is fucked. No Very Evil people, shitty politcians, Shitty Kings, No one inherntly evil but there are some rights to be wronged even if it puts you on the wrong side of the law.

Combination of both.

Sub Plots to be included for main character:
(choose 2, or your own)
- Discover missing/forgotten past
Although it would be handled pretty differently than most RPGs that use this.
- Bring honor back for a bad "present"

Point of View:
Yourself

Classes to be incuded:
D&D 3.5 edition and all subsclasses


Endings
World is Still shit but you killed a few really bad people.

I would buy this game at a high price.

My perfect RPG would be a combo of:

Baldur's Gate 2's- party / items / customatization / world map, with an updated more balanced battle system. 4-6 NPCs in your party, 10 recruitable.
Dialogue- would be a rip off of Alpha Protocol's timed stance / reputation system
Story / Plot - take Planescape Torment's awesomeness and throw in some Witcher I / II badassery and maturity
Graphics - Painterly look, something like PoP 2008
 
Battle System/Style: Real-time, slow-ish pace, moderate twitch elements. First person.

World Map/Style: A progression of miniature open worlds, kind of like Deus Ex.

World Setting: Fantasy world, roughly renaissance era technology.

Enemies Encounters: Visible, with various AI behaviors. Normal enemies would respawn if you left the area for a while, bosses wouldn't.

Party size: Just you.

Party Subs: N/A

Party Recruitment: Focus only on 1 character, no parties

Story Cliché'/background: My Underground Labyrinth is Fucked Up So I Got to Shoot/Slice Monsters II: It's Straight-Up Dungeon Time

Sub Plots to be included for main character: - Character has fallen on hard times, was helping grave robbers to help support their family back home.
- Character's great grandfather was a legendary architect.

Point of View: First person.

Classes to be incuded: Customizable. You'd be able to push the main character's abilities in the three general directions of warrior, rogue, and mage.

Endings: GOOD END: You get out of the dungeon.

I'm envisioning something along the lines of King's Field and Ultima Underworld.
 
it would be called Golden Sun, have all the mechanics of Golden Sun, all the enemies of Golden Sun: The Lost Age, all the Djinn from Golden Sun: The Lost Age and have the story of Golden Sun.
 
Battle System/Style:
- ATB (FFIX)

World Map/Style:
- Open-World (Skies of Arcadia)

World Setting:
- Space

Enemies Encounters (world map/dungeon):
- Random (during world map travelling in your ship.)
- Shown on Map (when in dungeons)

Party size:
- 5 members

Party Subs:
- Anytime

Party Recruitment
- 15 party members, 10 are part of the story 5 are extras you don't necessarily need to recruit or would encounter on the first playthrough.

Story Cliché'/background:
-Be a space pirate. No chosen one bullshit, no hidden powers in people and shit like that. You're some average ass guy/girl and some shit happens and now you have stop some motherfuckers from being evil n' shit.

Sub Plots to be included for main character:
(choose 2, or your own)
-Multiple stories crossing paths and shit (think Baccano!)

Point of View:
- Multiple

Classes to be incuded:
(Though it wouldn't really be classes everybody would just have a specific weapon.)
- Two handed Sword
- Staff (the magic one)
- Guns
- Fists/Gloves
- Halberd
- Bow/crossbow
- Cards
- Music (different instruments etc)
- Tonfas
- Shoes
- Whip
- Dual wield daggers/combat knife
- Shield
- Hook Swords/ one handed swords
- Axe


Endings
- Random party members die/everybody dies but in the end still complete their goal.
 
I've always wanted to give Final Fantasy Tactics the sequel it deserves, combining the dark tone and challenging difficulty (and extremely fair permadeath system) of the original with the Clan management and development system of Advance. Combat would be similar to the previous games, albeit with plenty of new Jobs, abilities - including Chrono Trigger-style dual or triple maneuvers -and tweaks for balancing and strategic variety. Also, battles could take place on a much larger scale, possibly with 20+ units on the field simultaneously. Like the previous games, graphics would consist of sprites on a colorful semi-polygonal field, only rendered in sexy hi-res graphics. The plot would cast players as the leader of a band of mercenaries in a wartorn medieval world; players could manage their band (collective stats, new recruits, etc) similar to how Clans are managed in Advance. Like Advance, players can take on missions from "pubs" or some equivalent bulletin board; however, in addition to "neutral" missions (e.g. slaying monsters, killing/capturing bandits, etc.), there will be mission requests from different factions to do different things (e.g. attack another nation's outpost, assassinate their political figures or take part in large-scale battles against them) and the missions you choose to take will effect your allegiances and reputation (e.g. slay a momster that has been terrorizing a particular region and you'll get good rep; raze a village, and you won't be so popular). In addition to the branching story paths created by different allegiances and mission paths, the players character can also make Tactics Ogre-style decisions during dialogue sequences that further influence the path and outcome of the story. I have a few ideas for the story itself, but that's a post for another time (or never).
 
Battle System
Active Dimension Battle AKA Final Fantasy XII

World Map Style
Completely Open

World Setting
Dark fantasy combined with some steampunk

Enemy Encounters
It's an open world

Party Size
Small (2-4)

Party Subs
In towns/safe areas

Party Recruitment
All are available at the start.

Story Background
Mercenaries/monster slayers traveling around looking for work

Sub Plots
Being a merc is a living. I don't need no stupid JRPG justification to have a job

Point of view
Narrated by 3rd party

Classes
Classes based on traditional melee, bows, guns, traps, and run magic

Ending
Open world RPG. The game "ends" when you're powerful enough and geared up enough to take on anything. I suppose you could gain enough power to topple a kingdom and take over or something
 
id make it just like dragon age origins, with ff9's equipment-->skill system, sacred 2's loot filtering, atelier rorona's crafting system, and...i cant decide what battle system but it probably wouldn't matter...
 
Open world and turn based is all I'd need. Oh and maybe a traditional fantasy background, I hate that weirdly-futuristic-but-not-really FF stuff.
 
A dungeon crawl-ish type of game (think Icewind Dale) with the combat system of FFXII. And maybe some city building like Actraiser and Dark Cloud, because I am a sucker for that type of stuff.
 
Has there ever been a game where you play through the particular story with one group of heroes, and on the second playthrough, those original heroes become the end boss and your new party needs to defeat them?

train one party, beat the game. That party becomes new boss. Train new party to defeat old party. Repeat.

edit: It would be a really cool way to see how different party/class mechanics balance with eachother.

Wizard/Priest/Fighter party vs Fighter/Thief/Monk or whatever
 
Battle System/Style:
- ATB with no option for wait and a smooth interface for picking your options. (You assign commands to a character, no second menu after choosing a command) Combo system reminiscent of BoF4.

World Map/Style:
- Open world with a focus on a scripted story that can sometimes force you to be somewhere. The story effects the world as it goes on.

World Setting:
- Steampunk Fantasy

Enemies Encounters (world map/dungeon):
- Random, with an indicator of how much danger you are in, (As in it tells you when a battle is coming) as well as repel items and also items that increase encounter rate for grinding.

Party size:
- 8, four in front row, four in back row. Can switch at any time in battle, certain items/spells/abilities may only be used in one row or the other. Every class has both front and back row abilities, including magic users.

Party Subs:
- Don't need them, though there are some party forced subs.

Party Recruitment
- Max playable, though some would change as the game went on due to story events.

Story Cliché'/background:
- A man uses the confusion of war and political intrigue to attempt a world take over.

Sub Plots to be included for main character:
- Love story with another character who happens to be who he wants vengeance against.
- Discovering the past of his family line (Not just immediate) which possibly leads to unlocking hidden powers.

Point of View:
- Narrated by Main Character (Active)

Classes to be incuded:
Each class receives an upgrade:
- Wanderer/Hero (Main character, diverse class as wanderer acts as a thief equivalent)
- Trapper/Ranger (Bow/dagger user, accurate, can use traps)
- Magician/Warlock (Offensive magic user, has offensive summons and buffs)
- Doctor/Shaman (Defensive magic user, has defensive summons and buffs)
- Soldier/Gunslinger (Gun user, fast and powerful, but a glass cannon)
- Knight/Paladin (Hard to take out, can guard other characters and has good melee damage)
- Mechanic/Engineer (Utility class, can use most weapons well and can buff equipment)
- Monk/Master (High melee damage output)
Each class has a separate "sphere grid", if you get a new character with the same class as an old one they keep the old "sphere grid"


Endings
- Party dies, main character lives, love interest in a coma, but might wake up one day.
 
Pretty much every classic-style RPG I think about making gets turned into an SRPG because I like SRPG battle systems more.
 
Battle System/Style:
- Classic Turn-Based


World Map/Style:
- Linear/Scripted

World Setting:
- Historical fantasy based on pre-Islamic Arabia, culturally, not geographically, although the technology is a bit advanced, maybe around Islamic Golden age level, so roughly 900-1200 CE
Enemies Encounters (world map/dungeon):
- Shown on Map

Party size:
- 2 main members (unchangeable, think Pokemon Mystery Dungeon) 2 extra members

Party Subs:
- Save point only (+ quicksaves)

Party Recruitment
- Story based recruit able members, unused members hang around the hero's headquarters.

Story Cliché'/background:
- Tear between two worlds causing problems in the hero's world, think Pokemon Mystery Dungeon or Twilight Princess.

Sub Plots to be included for main character:

- Banished warrior restores honor to his tribe.
- Homo-erotic undertones just to see how far I can go with it ;)

Point of View:
- Multiple, mostly around main character and random story character sub plots.

Classes to be incuded:

-Arabic/English names

- Faris/Warrior (Swords and polearms)
- Moharib/Brawler (Knuckles and shoes, depending on style)
- Qadi' Dareeq/Thief (Daggers)
- Sahir/Magician (Uses an alchemy-like pattern system inscribed on staves)
- Rami Siham/Archer (Bow)
(I don't really like RPGs with massive amounts of classes, I much prefer a small set of classes but a massive set of skills, so the user can actually decide on the discipline of the character)

Endings
- Everyone lives (well not everyone), but love interest of main character is trapped in the spirit world because the tear needed to be closed from both sides, sequel anyone? :]

Wow, this was fun, I've thought about an RPG based on Pre-Islamic Arabian myths but never wrote anything down :o
 
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