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Weekly Update - Dream Skins, Battle Demo Video, What is a Standard RPG?
3 years ago645 words
I didn't do as much as I'd like this week due to a bunch of factors, so I worked on trying to address those. I also (mostly) made the dream versions of Collie and Savitr, I've included a video showing a basic battle to hopefully clarify some stuff I've previously only written about, and I'm curious to hear your thoughts about a question: What, to you, is a 'standard RPG'?


Bleh, unproductive

After a string of highly focused and productive weeks, this one was an annoying dud! I barely did anything, largely due to distracting soreness from sitting, constant tiredness from insomnia, and a general lack of motivation from depressive anhedonia (essentially a dampening of the brain's ability to experience pleasure). Frustrating.

I started on making a few life changes, hoping they might help. I've been sitting in cheap office chairs for years, so I bought a more comfortable one, which arrived yesterday and already seems to be helping. I've started going out for walks first thing in the morning. I've also updated a tool I've mentioned a few times that I made to track my moods and productivity (I was going to talk about it a bit, but since it's not something I'm intending to make available for others to use any time soon, it's not really worth it!). Hopefully I'll see some improvement next week!

A big part of it's probably just burnout though, which is to be expected. I'll probably take at least a brief break soon, though I'd like to push through to the next testing phase first.



Dream Skins

I worked on these alternate versions that'll appear in the new dream intro, in which Collie is a Blight Wolf and Savitr is her dreamy saviour:



...Though I didn't even finish the Savitr one! Still needs a lot of tweaking.

I thought I'd finish them both on Monday morning, because they seemed much less complicated than the monsters I'd made from scratch in about twice the time, but - due largely to the aforementioned factors together with indecisiveness about details - they ended up taking like three days. Pfft!

Hopefully Collie looks more like a rough barbarian/bandit than a sex object to those of you who take issue with such things.



Battle Video

Since I felt like that wasn't very much to show off, and I got the impression from some comments that maybe I hadn't explained the whole monster-skills concept very well, I've also included this (~1 minute) video of a basic battle:



There's a conversation at the start of that battle, but it needs revising and I just skipped it here.

Watching gameplay is hugely different to playing it (it's much harder to really engage), but hopefully you can at least get a feel and an understanding of what I'm talking about when I say the monsters are skills, but they're also essentially physical attacks. You can also hopefully get an idea of how taming monsters to your side and summoning them have different useful purposes.

You can also maybe see that there are a whole lot of things that need work! I've yet to change animations to fit this new system, for example - Savitr still blocks as if holding two resonars - and most skills don't have proper sound- or particle effects yet (they're fairly low priority compared to other things).



Discussion

Finally, I'd also like to hear some thoughts regarding something that's come up in recent posts. So, a question:

What, to you, is a 'standard RPG'?

Especially in terms of combat mechanics. And can you list specific games that would fall into this category, or games that claimed to be RPGs but which you disliked because they deviated from the set of qualities you'd expect from the genre?

What's your favourite RPG? Is it a 'standard RPG'?

17 COMMENTS

Astreon152~3Y
To me, "RPG" is to be taken litteraly: role playing game. That means roleplay must be the main component of the game, so it has to include at least:
--a fantasy adventure (if focused on simulation, management or sport, it is not RPG). That includes the "tools" the gameplay uses: magic, equipment, beasts, etc...
--an immersive world building (tomb raider is a fantasy adventure, with a role character, and it has a storyline, but as a side dish and there is no immersive world).

Then, an adjective would describe the gameplay:
--action RPG would be things like Zelda, or FF crystals saga. Basically, one button = one action, the fights work almost like a sport game.
--tactical RPG would be things like FF tactics, Fire emblem etc.
--so i guess i'd call "standard" RPG, those which rely on turn-based fights, like most FFs, or DQs, or Mardek.

Ps: i've got 3 reply notifications, all of them are "comments awaiting approval". Not sure if it's because you haven't approved those replies, or if there is some kind of bug.
Also, while accessing the site, or browsing it, i encountered an error page quite a lot lately: "Misdirected Request. The client needs a new connection for this request as the requested host name does not match the Server Name Indication (SNI) in use for this connection".
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Tobias 1115~3Y
Interesting; I asked about the 'standard RPG' thing because it sounded like some of the specific battle mechanics or lore in this meant it didn't fit into that category for some people. Does Atonal Dreams seem like a standard RPG to you?

There's a troll whose comments I've not approved, some of which are replies to your comments.

Are you using Safari? I've not encountered that issue myself, but some googling suggests it might be something specific to Safari. My webhost does seem to have updated some of its backend stuff though which might have been the cause.
1
Astreon152~3Y
Yes, i'm using Safari, i'll try an other browser next time to compare. But usually if I close safari and reopen it, then i can access the part of your site i was trying to connect to.

To me, AD fits in the standard-RPG category, because of your world building and the way the battles work. But it's on the edge of the category, because of the "tools" used in battle (weapons and magic are a "cliche" toolbox in classical RPGs, and though some have gone beyond that, they might not have been as popular ? And i can't think of one that 100% abandoned that trope, at most it was a few characters that used different skills than those ?).

But of course, it's a new age standard-RPG. I feel AD is to Mardek what the Bravelys are to most FFs: a fresh take on classical RPGs.

So maybe it doesn't seem like a standard RPG to purists because there are too many tropes it strays from ?
We'll know by the examples the next people to comment will use.

1
Falcon64~3Y
Any game that involves taking on the role of one or several characters and has character progression is an RPG, but sometimes these mechanics are combined with other genres (for example, Crusader Kings is both an RPG and a strategy game). "Pure" RPGs would be the "standard" ones, I suppose, but even they differ based on, for example, combat mechanics.

Astreon already mentioned the two primary types, tactical RPGs (more prevalent in JRPGs), and action RPGs (more prevalent in WRPGs). Furthermore, JRPGs often have you control a team of characters, while in WRPGs you more often control a single character. Both of those types definitely feel like "standard RPGs" to me.

The basic characteristic of any RPG is some sort of character progression, whether based on skills, equipment, or something else. Character progression based on tamed monsters is certainly somewhat unusual (because it has rarely been used in the past—it's typically an add-on to typical progression when present, not the main course), but it still hits the "RPG receptors" for me. Atonal Dreams definitely feels like an RPG, and a mostly typical one, at that (just like MARDEK, it's clearly inspired by JRPGs).

I don't recall any games that claimed to be RPGs, but which I disliked for "not being RPG enough". Considering characters and progression are all it takes for something to register as an RPG, it's hard to get this wrong.
1
Kalin24~3Y
Disclaimer: I've played very few big name RPGs, because I hate fancy graphics that obscure my characters and what's around them. So these comments are mostly about Flash RPGS.

A "standard RPG" is a turnbased game in a fantasy setting where the player controls one or more murderhoboes who are the only people capable stopping a nation/world-level threat, usually by killing lots of monsters and eventually the main villain.

Combat is the main focus of gameplay, in which almost all problems solved through violence. Battles consist of the player's party facing a similar number of enemies, with characters taking turns attacking/using skills. Killing enemies gives XP, items, and money. XP will level up party members, improving their stats and maybe unlocking new skills. The items are weapons/armor, or things that can be sold/crafted to get new weapons/armor. The important thing is that every battle works to make the party stronger (by raising stats, getting better equipment, and gaining/improving skills), so they can fight tougher enemies.

In a standard JRPG, playable characters are premade, and have set names, personalities, and backstory. Combat is zero-dimensional, a term I use to mean that anyone can melee attack anyone else. (Bard's Tale is 1D, Ultima is 2D.)

A standard WRPG starts with the player creating one or more characters (may be some randomness involved). The setting is pre-industrial and pre-gunpowder, and the religion has multiple deities who are directly involved in the story.

My favorite RPGs are MARDEK and Epic Battle Fantasy, while Ultima 5 was my favorite in my youth.

Atonal Dreams looks like it would be a standard RPG if it didn't have a heavy focus on monster taming. It may be best for player expectations to call it a "monster taming RPG".
1
purplerabbits147~3Y
I have no idea what is a standard rpg is exactly. I don't really care about mechanics being different for different games, because that makes up part of the games identity. In asking for a definition for a "standard rpg", I am brought back to the discussion in a class of a definition of a salad. When the logical answer of a leaf based food is brought up, the teacher asks, "what about potato salad?" And so on and so forth. The lession is that there are words that hold a general meaning, but don't all have the same definition. So if I'm to give a definition, I'm guessing a story where something fantasical happens to the main character (usually at the beginning), that has a turn based battle mechanic in.

Aside from MARDEK as one of my favorite rpgs, my other top favorite is the Golden Sun Series. And other top Indie favorite is the Epic Battle Fantasy series.

Although its not the battle mechanics that drew me in, its the story. So that's a consideration on what kind of gamer I am.

MARDEK and Golden Sun are games that are more story driven that have a fun battle mechanic in my opinion. While for EBF, the main draw is the battle mechanics with increasingly complex enemies, with the cherry on top of the story.

So is Atonal Dreams a "standard rpg" by my vauge definition yes, however it doesn't feel that way, so i think there's something more specific in the battle mechanics that determine the "standard rpg" because the fantastical stuff is hard to quantify. Or maybe the feeling and thoughts are the differential. Or maybe its the next evolution of what the standard rpg will go to? Hard for me to say, but I did enjoy the bit I beta tested so yeah.
1
RulerOfPride4~3Y
Completely unreleated but here you go



[LINK]
0
Maniafig222~3Y
I like the models for Blight Wolf Collie and Handsome Squidward Savitr. Savitr's is already a comedic exaggeration, so I look forward to seeing what the final version is like. No doubt he'd have more shading on that bulge, and definitely have defined buttcheeks, everybody loves a man with well-defined buttcheeks. A prominent butt seems like the go-to way to make a male character seem sexually desirable, Solid Snake is quite famous for his considerable assets.

For Collie's design, and whether a character is a sex object or not, I think a lot of it is up to context. She'd certainly seem more like a sex object if she was swooning at a man carrying a battleaxe's heels than if she were getting swooned over by a man while carrying a battleaxe. (That seems to be the quintessential image of the objectified female character!)

The battle mechanics in the video are already familiar to me from having played the beta and Taming Dreams. I do notice that selecting a skill and target no longer shows the effectiveness indicator, where has that gone to?

The quintessential 'standard RPGs' I think would be Dragon Quest and Final Fantasy I, those are by-and-large the progenitors of the whole JRPG gaming genre I think.

To me, RPG generally specifically means JRPGs, leaning heavily towards turn-based JRPGs. Something like Dragon Age doesn't register as a RPG to me, for example, and I consider the ability to be able to take all the time I need to plan my action crucial to enjoying an RPG.

Here's a bunch of games, and my thoughts on whether that are RPGs:
-MARDEK: Standard RPG with timed hits and party selection
-OMORI: Standard RPG
-FF3: Standard RPG with customisable job system
-FF4: Standard RPG with turn-based ATB
-FF5: Standard RPG with customisable job system and turn-based ATB
-FF6: Standard RPG with interchangeable characters and incomprehensible ATB and party selection
-Mr. Triangle's Adventure: Standard RPG with turn-based ATB
-Kajiu Big Battel Fighto Fantasy: Standard RPG with party selection
-Epic Battle Fantasy 5: Standard RPG with large focus on making combos and party tag-in system
-FF 10: Standard RPG with turn-based ATB and party tag-in system
-Sonny: Standard RPG, with heavy focus on status effects and party selection
-Alora Fane Creation: Boring RPG, lacks mechanical depth or appeal
-Taming Dreams: Standard RPG with timed hits and different approach to stats (fluctuating & double-edged vs fixed & higher is better)
-Bravely Default: Standard RPG with Brave/Default system
-Bravely Default II: Standard RPG with Brave/Default system and turn-based ATB
-Octopath Traveler: Standard RPG with Brave/Default system with large focus on making big combos and party selection
-Super Mario RPG: Standard RPG with timed hits and party selection
-Paper Mario & Paper Mario TTYD: Standard RPG with small numbers and timed hits and party selection
-Mario & Luigi series: Standard RPG with timed hits and dodging/counting
-Bug Fables: Standard RPG with small numbers and timed hits
-Steven Universe Save the Light: Standard RPG with turn-based ATB and team-wide shared action pool
-Pokémon: Collection RPG with 1-on-1 combat
-Medabots: Collection RPG with 3-on-3 combat
-Final Fantasy Tactics A2: Strategy RPG and turn-based ATB and party selection
-Final Fantasy Tactics: Strategy RPG and turn-based ATB and double-edged stat (Faith)
-Telepath Tactics: Strategy RPG and deterministic
-Fell Seal: Arbiter's Mark: Strategy RPG and party selection and turn-based RPG
-Tenderfoot Tactics: Strategy RPG and deterministic and terrain manipulation

This list is probably not exhaustive, but I find that a game can still be a standard RPG even when it tacks on additional bells and whistles.

Not going to say I dislike these, but here's some stuff that I don't consider standard RPGs, or part of subgenres of standard RPGs:

-Dragon Age Origins: Western RPG
-Undertale: Standard RPG with bullet hell mechanics when doing violent route, but the real core of the game is the ACT menu and constant idiosyncratic moments
-Deltarune: Undertale, but with a party!
-The Legend of Zelda: Action-adventure platformers
-Heroland: An RPG, but you're coaching a party of characters rather than play as them (didn't like this one!
-Roguelikes: Be it 'deckbuilders' like Slay the Spire, Dicey Dungeons and Griftlands or more standard RPG-esque roguelikes like Mystery Dungeon. Roguelikes with RPG mechanics are not standard RPGs
-YuGiOh Dark Duel Stories/Sacred Cards/Reshef of Destruction: Card games, not RPGs.
-Card Hunter: Collectible card game with turn-based tactics gameplay. Card games with RPG mechanics are not standard RPGs.
-Progression systems/skill trees: Not necessary for RPGs, not indicative of standard RPGs.
-Roleplay: Whether it's actual improv theatre style roleplaying in TTRPGs or roleplay in video games like The Sims or Disco Elysium, I don't consider these necessarily indicative of RPGness (RPG is a terrible name for RPGs!)
-Isekai: Furthermore, I consider that Isekai must be destroyed
1
Astreon152~3Y
Wait, there are isekai games ?
0
purplerabbits147~3Y
I mean you are right about a guy and well defined buttocks. I remember the anime community went mad thirsty when the anime version of All Might from My hero Academia debuted with more chisled glutes than his manga counterpart.
1
Falcon64~3Y
Have you considered that the reason the term "RPG" doesn't fit your definition of it might be because you're limiting that definition to a very specific subgenre of RPGs?

Considering that video game RPGs grew out of tabletop RPGs like Dungeons & Dragons, games like Disco Elysium and old CRPGs like Baldur's Gate etc. are perhaps the most quintessential examples of the genre. Everything else, including tactical JRPGs, are variations on it.
0
Astreon152~3Y
I'd say that depends on the age of the audience.

I'm pretty sure most teenagers and young adults nowadays have played a video game RPG, and if asked about RPGs, would mention one of those as their reference.

On the contrary, there would probably be very, very few that would mention, or even know of, table-top RPG (or early video game RPGs like Baldur's Gate).
0
Kalin24~3Y
Baldur's Gate: Siege of Dragonspear is only 5 years old, and D&D: Dark Alliance is supposed to release this month. (And BG3 may be completed some day.) I haven't played any of them.

I am curious how many people here have ever played a TTRPG. I have, but I'm old enough to have bought Ultima 5 when it came out.
0
Astreon152~3Y
Oh, right, of course they'd be sequels to those games, silly me.

Still, each generation has their own defining game of a genre.
0
Maniafig222~3Y
I'm well aware of that, I specifically mention that I think of the generic term RPG as JRPG, that's because I played a lot more of those than TTRPGs and WRPGs. And when it comes to that specific genre, DQ and FF are the biggest influences.

To bring things back to the topic of the blog, I think that what Tobias was mostly getting at is whether Atonal Dreams is similar enough or not to the games it's trying to emulate, and it's certainly more accurate to say it's a JRPG than just an RPG, because it definitely has more in common with other JRPGs than TTRPGs or WRPGs. Whether it's more commercially viable to be specific or accurate is a question I can't answer though. The game's interface alone should make it clear it's definitely more Final Fantasy than Baldur's Gate or Fallout.

I actually forgot to mention how Atonal Dreams fits into that whole list I was making, so I'll talk about the game's most unique mechanics that I think have given Tobias pause on how to describe/explain them:

-Acquiring and using monster skills: This mechanic basically can be boiled down to "equippable Blue Magic". Basically a combination of the ability to use blue magic, and the character abilities also functioning as equipment. It's important to distinguish this from FF10-style summoning or Pokémon where monsters are permanent party members, rather than skills.

-Excitement/Arousal: A similar mechanic to the Faith system in FFT. Most skills work like that game's default Faith-based magic, where high Faith/Excitement means being more effective with and more susceptible to magic/skills. Meanwhile, calm-powered skills would then be like Malak/Marach's abilities that calculate based on low Faith.

-Rune-based combat: Runes seem to be a sticking point for some people as being complicated, but it's basically the same as the excitement/faith system! The only differences are that instead of a 100-point scale, it's a 5-point scale, and there are 3 different scales, with each skill having a single associated scale to determine damage. Looking at this, I think it would make sense for the game to explain excitement/arousal first, and then explain runes by comparing it with the excitement system. (Has anyone actually made this connection before? It's kind of an "aha!" moment for me to realize that runes are really not that different from the much easier to explain excitement system.)

-Monster taming & Light/Dark: This is without a doubt the single most non-standard mechanic in the game and the one that makes it stand out the most. Thinking about it now, it makes sense that the game holds off on making enemies interact with it during the first area.

It's basically a secondary type of HP with different effects if you run out of light or make an enemy run out of dark, causing the switching of sides rather than being KOed. The concept of multiple HP bars is already pretty unique, and the concept of this secondary bar introducing alternate win/lose conditions and dynamically altering the configuration of the party is practically revolutionary! Definitely the type of mechanic that could carry a whole game on its own shoulders.

Aside from that, Light/Dark also functions as a secondary ATK value. Having skills that are stronger when you're at high or low HP is common in RPGs, so this aspect of the mechanic is pretty easy to explain. It can leads to difficult decision making when allies use dark-powered attacks, or enemies use light-powered attacks.

These four are what I would say are Atonal Dreams's main bells & whistles, which is enough to set it apart as a JRPG from other JRPGs while still remaining a standard JRPG.
2
Kalin24~3Y
The Light/Dark thing reminds me of a free RPG Maker game called "The Reconstruction":
[LINK]
Three bars per character, each used as both HP and MP. Using a skill lowers a bar, taking damage lowers a bar, if any bar goes to 0 you're KO'd.

This will certainly push you away from "standard" RPG.
0
Ampersand68~3Y
I wouldn't say I "disliked" the game at all, but recently I've played a game which recontextualized the meaning of "role-playing game"- Disco Elysium. It has no traditional combat system but instead operates by constantly performing skill checks during dialogue, and in this way it's actually more like a traditional Tabletop RPG than many "RPGs" nowadays (skill checks even have dice rolls!).
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