THE HERO
(Lost Odyssey)
We've had enough of spikey-haired teens who accidentally get wrapped up in world - saving kaim from Lost Odyssey ditches those annoying conventions; he's complex, confident, and doesn't insult the players intelligence every step of the way. Role-playing games need more heros like this.
FINAL BOSS
(Final Fantasy VI)
We know everyone loves sethiroth - but kefka does the whole "mad villain" shtick better. He doesn't just threaten to destroy the world: he does it. We love bad guys who don't pull any punches, and kefka's descent into madness makes him an even more legitimate threat. The god- like powers help, too.
PARTY
(Star Wars: Knights of the Old Republic)
Some games may as well be called "Archetype Finder" for all the originality they offer in oyur allies. Kinghts of the Old Republic has a great cast and also allows players to develope relationships with party members. We want to see this concept explored even further, with more of an emphasis on how allies change based on your interactions.
CONVERSTAION
(Mass Effect)
After playing Mass Effect, you just can't go back to the old ways. Dialogue that flows naturally makes every character involved feel more authentic, and it saves you from having to read four or five possible responses. So what if you can't choose the exact words? The sensation of a real conversation is well worth the sacrifice.
WORLD
(Fallout 3)
The lessonto take from Fallout 3 isn't necessarily the post- apocalyptic backdrop, instead, we like how everything in the vast world - including locations, characters, and music - are thematically tied together. It conveys a unified, cohesive setting that is easier to get immersed in than a generic fantasy landscape.
ART DIRECTION
(Odin Sphere)
Odin Sphere is a prime example of the importance of visual design. Our ideal RPG would follow in these footsteps, with particular importance placed on cultivating a unique and striking artistic style instead of worrying about things looking realistic.
STORY
(Final Fantasy X)
The story is one of the most important parts of an RPG, and it is difficult to pick just one model to emulate. A straight re-hash of Final Fantasy X's story wouldn't be good, but it has so many themes worth revisiting. The game explores love, loss, family, and sacrifice in compelling ways, and reminds us that great stories don't always need happy endings.
CUTSCENES
(Xenosaga series)
Xenosaga might be long-winded, but when it comes to action-packed cutscenes, no one delivers like KOS-MOS. The cinematics in Xenosaga depict on a cosmic scale. Cutscenes should always be something to look forward to, not chores you wish you could skip through.
HUMOR
(Mario & Luigi series)
We don't want consistant-liners, but many RPGs take themselves too seriously. Lighthearted moments can keep things from getting too gloomy, as long as they don't all revolve around one suppose "comic relief" character. The Mario & Luigi series does an excellent job in this department.
COOPERATIVE ATTACKS
(Chrono Trigger)
Why haven't more games stolen this idea? Using two party members to perform one move is awesome. In addition to doing lots of damage, Crono Trigger's dual techs give you memers in order to see all the combinations.
TIMING
(Shadow Hearts)
Attacking doesn't have to be so passive instead of just selecting the option from a menu, Shadow Hearts' Judgment Ring has players performing a timed button-press during each attack. You hit the enemy either way, but the element of skill makes pilling on the damage even more satisfying.
STRATEGY
(Persona series)
Pressing one button repeatedly to make your whole party fight is bothering. The Persona series alleviates this problem by not allowing its monsters to be beaten with such a simple approach. Enhancing your party, exploiting vulnerabilities, and weakening your foes increase the depth of combat and add fun layers of strategy.
REFILL
(Chrono Cross)
The challenge in battle should come your enemies, not from managing your resources as you slog through a dungeon. Chrono Cross gave you all your magic back after a fight, but we'd love to see health included. If you begin every fight with all your resources regular encounters can acually be designed to challenge you rather than chp away at your patience over time.
TOP 5 THINGS TO AVOID
SILENT PROTAGONIIST
speak up, man! It's impossible to care about a character with no personality.
SURPRISE PRINCESS
You're not fooling anyone we always know you're a princess right away, so just give up the charade.
FINAL BOSS SWITCHEROO
After beating the main villian no one likes fighting a random world- devouring evil they've never seen before.
RANDOM ENCOUNTERS
Even if you can't see exactly what you're fighting, you would should at least know it's happening.
EVIL EMPIRES
We've witnessed the subjugation of the world under a sinister autocracy so many times it has lost all meaning.
Chdonga
I expected RPG Maker 4 >:( Ah well, it would be worse than the 3rd anyway. </unrelated>
Also avoid:
IMPOSSIBLE TO PRONOUNCE NAMES
We all hate characters with names that sound like you just hit a bunch of random letters
CHEESY, OVERUSED DIALOGUE
I heard that phrase from Dragonball Z, Sonic, He-Man, Pokemon, and Hello Kitty.
A VILLAIN THAT TURNS GOOD
A leopard doesn't change its spots, why should one of the antagonists do it?
peacefulsniper
i thought someone was going think i was talking about something like that. and those are some good ones to, what phrase are you talking about?