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/vr/ - Retro Games

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>> No.3847638 [View]
File: 86 KB, 800x600, suikoden-ii-dragon[1].jpg [View same] [iqdb] [saucenao] [google]
3847638

>>3847394
I'm sure you meant to say Suikoden 2

>> No.3222968 [View]
File: 86 KB, 800x600, suikoden-ii-dragon.jpg [View same] [iqdb] [saucenao] [google]
3222968

ITT: retro games that have a timeless aesthetic

>> No.2155156 [DELETED]  [View]
File: 86 KB, 800x600, suikoden-ii-dragon.jpg [View same] [iqdb] [saucenao] [google]
2155156

I want to make a JRPG which quite differs from the traditional ones in that it conveys many separate, small episodes, rather than one big story, and I'm wondering how I'm going to keep the gameplay interesting. There isn't one main protagonist; each story has its own characters and so there's no point in leveling and acquiring items / abilities, as everything would be reset with each new episode. However, just presenting the player with battles where everything is predetermined and where the user just has to choose the right abilities, would be very boring. I'm trying to figure out how I can have an interesting battle system without relying on leveling and treasure-hunting.

Firstly, which JRPGs have the biggest focus on strategy in their battle system? Are there any games where you win battles through on-the-fly problem-solving? Should I be looking at tactical RPGs, or do they rely on stats as well? (I've never actually played a tactical RPG.)

Secondly, are there any examples of what I'm trying to do in existence? Is there anything at all where you switch main characters on a regular basis? This seems quite unlikely, but is there, by any chance, something based on Hindu mythology, where you constantly play as a different incarnation of the same person?

>> No.1756430 [View]
File: 86 KB, 800x600, s2_combat.jpg [View same] [iqdb] [saucenao] [google]
1756430

Bigger the better. Shame most JRPGs never go past four party members.

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