Author's notes


This one has been sitting around for a while. In my project files, this sketch is listed as "Game 5 (Sketch 14)", reflecting the fact that I made after "Game 4" and "Game 6 (Sketch 5)", that is, Shepherd's World and Paleburg. That means it's been sitting around since the start of February. I made it one morning when I woke up way too early and I was too restless to fall asleep again. I made Paleburg the same day or maybe the day after. Since I had two games ready to go that week, I decided to pocket the less interesting one and save it in case I was ever too sick, tired, busy, or miserable to make a game one week. This week I wrapped up a game jam that I spent way more time on than intended just in time for an unstable neighboring hegemon to casually threaten nuclear war. It seemed like as good a time as any for a day off.

This one was kind of a "practice" game. I made it with the aim of familiarizing myself with RM2K's sample game data. I thought this would be a good way to have more complex player characters inside of the 60-minute time limit, letting me make "bigger" sketches faster in the future. This investment hasn't paid off yet, but it still might. My enthusiasm for using these premade pieces in a new game is presently low, partly because I've (for now) moved away from the 60-minute time limit, partly because there are other things I'm more excited about that don't mesh with the premade pieces, and partly because I was not that enthused about the results of this experiment.

So what did I learn? A few little things. 

  • For how tiny their Defense increases are, the default armors are, largely, not worthwhile.
  • Dragons make a terrible first boss. This is the single biggest factor in the sketch's catastrophic runtime. Grinding up to level - I think I was like, 15? - is a joyless slog. I used a Dragon because I thought it was the weakest enemy to appear alone in a premade enemy formation. Looking through the list now, I see there are actually a couple weaker options (Mimic, Treant, Harpy), any of which would have worked out better. I imagine I missed this because I was in a rush.
  • Blind is surprisingly good. If it wasn't as good as it was, I would've needed to grind even more to beat the Dragon. It's too bad that status ailments are concentrated in such a small number of characters - I believe only Carol and Helen learn any. Three full characters have no spells at all, which makes them kind of unappealing to use in a game like this.
  • Permanent stat-up items are way overpowered for how much they cost. They totally trivialize the last act of the game. Between this and the Dragon thing, the difficulty of this sketch is overwhelmingly concentrated in the early parts of the game.
  • Gomez has really low HP. Why is his HP so low? This shit sucks. I should have just stuck with Brian.

The more exciting lesson in this had to do with structure. For this game, I divided the world into three maps and populated each with approximately one-third of the premade encounter formations, one town that sold approximately one-third of the premade equipment, and one boss gating the way to the next area. 

From this I can almost see something interesting starting to emerge. I am kind of in my "generic era" with RPGs right now, finding that I get disproportionate pleasure from simple, boring RPG experiences. (For instance, I recently had a blast playing Breath of Fire 1). Truthfully, I found it fun to grind up for the Dragon. The problem for me was not that I had to grind, but that I had to do it for so long with virtually no changes to the experience for most of its length.

If I center this experience, it starts to become a little clearer where improvements can be made. Having different regions within maps (or even dungeons) would give a greater sense of progression within acts, more opportunities for risk-taking and goal-setting and attrition as you attempt to seek out higher risk/reward enemies in more remote locations. I think you could make something interesting out of this sketch just by changing around the distribution of encounters and the contents of shops. 

But I have an admittedly romantic view of the RTP resources, of "generic" RPG aesthetics. And I feel like simpler game and narrative structures let them shine through more clearly. This is related, I'm sure, to a frustration I expressed recently with "overly" "designed" games. Somewhere in this mess of feelings is a fantasy to meaningfully inhabit this body of systems and aesthetics, but not to feel excessively demanded upon, communicated with. An aesthetic of designerless challenge. An impossible, contradictory thing. Part of the magic of retro RPGs is the difficulty in imagining the people who could have made them, the processes by which they could have been made, the intentions that went into the particulars of their design... There's something beautiful and mysterious in these games, which all feel like they could never be made now. But this feeling is rooted in nostalgia, orientalism, commodity fetishism... I think it's a dangerous impulse to indulge, although it probably won't stop me.

...

If you've read this far, I'll let you in on a little secret. There's a Final Fantasy II as well, which attempts to leverage the lessons I learned in this sketch to make a more satisfying default DB grind-'em-up. The result was nearly unplayable. For this reason I don't plan to release it officially. If you're curious, you can play it here.

Final Fantasy II adopts a similar format to Final Fantasy, but it's more ambitious. There are 5 overworld regions instead of 3, and they all share the same map. Each contains a dungeon with tougher enemies than its surrounding overworld region and a boss at the end. Defeating the boss lets you add a new member to your party, which includes only Helen to begin with.

This is the thing that made me call the game unplayable. I had severely underestimated what an advantage it was to begin the first Final Fantasy with a full party. In my test of the first game, it didn't take long to reach a point where I could safely trounce any encounter in the first region and afford to kit my party out with the best available gear. In the second, with just one party member available, it's a joyless slog. There's something interesting to this shape, too - I think it has more power to draw attention to the specific design of different enemies. But in its current form I had no desire to push boulders uphill long enough to find if its structural experiments worked out.

The corollary of this lesson is that it's a miracle the first Final Fantasy turned out as well as it did.

But it's gotten me closer to what I want out of an ultra-basic RM2K RPG. I'd like it if some sort of "Final Fantasy III" emerges, whether within the weekly sketch framework or not.

...

Final Fantasy was completely implemented in one hour. After I finished testing it (which took at least 2 more), I found there were two errors on the third overworld that made finishing the game impossible. Because they were tiny, I decided to correct them before release. One was that the mountain path to the airship was obstructed; the other was that the wrong page of the final boss event was set as default.

Comments

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I made it to the ice world last night and was well into the grind session there, purchasing all best weapons and armor (for what those are worth) available in the ice town.

I completely forgot how badly 2K and EasyRPG browser build handles saves and I booted it up this morning to a heart sink when 'Continue' was displayed in grey T-T

The start of the game is most interesting in terms of mechanics. Since the pool of Troops extends longer than what would be deemed 'standard', I got slaughtered by Ghosts, Kobolds etc and wiped twice before getting an encounter of Bats so I could level up and give myself some survivability.

I loved how (at least to start with) the game forced me to almost exclusively devote my healer to actually do her intended job rather than whack an enemy for 3 damage because I was in lazy grinding player mode just spamming attack.

Would dearly have enjoyed to finish this but I'll have to put it on ice until I get over my disappointment of Atomos devouring my save.

For the record, off the top of my head:

Playtime: ~2.1 hours

Average party level: ~22

Bosses beat: Dragon

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i gotta figure out if there's a better way to do saves 'cause i've been getting annoyed by the same problem too lately.. but i agree the most interesting parts are early on, once i got to the ice world it was all smooth sailing, so you're not missing too much. thanks for playing and reporting on your experience

I did manage to beat the dragon at level 12 with the sleep spell. That might need a significant degree of luck to work though, when I tried it the spell hit first try and the dragon stayed asleep for ~10 turns while I wailed on it lol.

Ok I did some more testing and the dragon must have really low magic defense since sleep works surprisingly consistently on it. The real bottleneck is your ability to do damage to it quickly, which is solved by Gomez at level 12 with Water II (Carol at level 12 with Ice II also helps).

On another note I gave the bonus game a shot. It seemed doable at first, but I'm not convinced the first dungeon and boss fight is possible without grinding well past where I gave up (at level 12) given that sleep seems to be ineffective there. I did manage to reach the second town too, but it didn't really help since there isn't much gear Helen can equip anyways.

given rpgs' reputation for stingy status ailment rates i was pleasantly surprised at how good blind and sleep were. the default implementation of provoke is pretty nice too, besides causing uncontrollable attacking it also halves accuracy. not that anyone can use it in the default party, i think...

poor helen has it way too hard. she's not cut out for life outside the castle ;_;

"The more exciting lesson in this had to do with structure. For this game, I divided the world into three maps and populated each with approximately one-third of the premade encounter formations, one town that sold approximately one-third of the premade equipment, and one boss gating the way to the next area."

I've done basically this a bunch of times, just to mess around or attempt a jam game. I've only actually published it like once I think (for some now-lost RMN jam) but there is absolute an un-perverse joy in it. how much do i have to grind to beat rtp medusa vs rtp satan???

i've also found the same re: party size and the rtp troops between entries. sure a lot of that is just rpg fundamentals but it's shocking how MUCH it really does affect the feel and pacing of "fight some scorpions". it makes me think a lot about what the design could have been here (if there was any lol). is this troop made for just alex or ralph? it's way too easy if you have ylva and bennet like the game wants you to start with in the default system tab. so why is it like this???

as for final fantasy, i did get pleasantly jumpscared by ghosts in the immediate northern forest. i thought that was cute. i'm sure with enough number cracking you could come up with the mathematically perfect way to lay out the rtp database encounters and equipment. and would it still be fun...?

it's weird how much these pieces seem designed in the absence of like, a coherent vision about how they'll be used. i AM pleased that exp and gold scaling are balanced in a way that feels roughly appropriate to a 2-hour rpg rather than a 20-hour one.

do i recall correctly that a recent rpgmaker version or update now includes like, a whole sample game using those default pieces? that seems like a really smart addition. long overdue

sorta! mz updated with a full suite of interconnected maps (on top of the disparate ones each previous maker has included since ace). no tie-ins with the database though

(+1)

oh. well in that case i have a great idea for their NEXT update