Tuesday, September 13, 2011

Defining a medium: J FPS/RPG?

Now recently I have been contemplating the most cliche-d and abundant FPS/RPG genre...post-apocolyptic settings that are based on player choices, heavy-duty enemies, and a bombardment of what is said to be 100s of hours of main and side quests.

Now, many of my friends who are JRPG-ethic gamers find these games quite "meh" as the Japanese and American terminology and usage of the term RPG has blurred into an even deeper divide. That is why I have come to somewhat of a challenge....

How do you make a JRPG/FPS, or what would be defined as a "Final Fantasy Fallout?"

I have had some ideas, which might work to narrow the gap...having japanese style designs to everything instead of stereotypically-bland designs, which some people wouldn't find mutually exclusive. A world more resembling a japanese-style "post-something" world, instead of the "this nuke..bla bla bla" kind of mentallity. That and weapons could be more robustally or creatively defined unlike the "BFG #51" you picked up today.

Of course, the main and side quests would be more definitive as in being more than just "A to B to C to Endgame" and that the character development be more akin to actual tangible characters than some of the characters you find in western ones that are as flat as the side of your wall.

Of course transportation would have to be a prominent factor, but why stick with your "waste-buggy" when you could have a "waste-air-ship"? That and some more prominent options and more robust leveling system than just "BFG #51 has now reached level #51". Not to say you shouldn't be able to level up specific weapons, but the system should be more streamlined at less gun-stressed into thinking you'll have to be with BFG #51 at Level #51 for the next few hours.

Now, I have written stories before, but I find why games like Fallout or others are so hit and miss because of how the stories conflict with the design. The most recent example is that New Vegas had a more potential story but the overall design was boring as all get out compared to the more polished Fallout 3....with RAGE being a more typical game that just focuses totally on design and gun-ethic.

That said, I think the best way to go about it is design the first batch of designs as...I don't know..."Steampunk Valkyria Chronicles" and go on from there, I don't know why...but that's how I picture a basic J-Fallout.

To add onto that, in this economy we could use more defining and engaging games that are meant to both mindblow and simplify the gaming-needs of players who are looking to get a good deal on both story and design.

Also, I feel like the music of such a game should not only be epic, but be a "steady-epic" that defines the lows and highs of the game, not quality-wise...mood-wise lol.

Of course, the "boss battles" most be quite articulate and well-defined in the sense that I don't want to see that wannabe R2-D2 thing having some wierd cutscene just to explode cheesily in a wannabe camera-shot. That should be only for boss fights, and still specific to how you take-down stuff.

The game must still feel like you're using both sides of your brain, unlike some games that only include the technical or creative side of the brain.

bla bla bla....I think I've said everything that makes sense to people at this point, hope to make more posts soon.

That's it for now...thanks for reading!

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