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195 votes
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How do I get players to say "no" when they are afraid of missing out on sidequests or XP?

That is a common concept in nearly all existing videogames: you either say yes to accept a new quest or no to not take it. Players get used to this pattern by encountering it over and over, and ...
altskop's user avatar
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134 votes
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Why do RPGs let you know how much XP you need to level up?

It's common for games to have multiple overlapping loops of gameplay and reward, hitting different frequencies and motivation types, so that we don't have all our eggs in one basket, motivationally ...
DMGregory's user avatar
  • 134k
130 votes

How do I get players to say "no" when they are afraid of missing out on sidequests or XP?

Change the options to Left-Right rather than Yes-No. A Yes-No choice is an option. Add this extra bit in or ignore it. A Left-Right choice is a choice. You can have this or that, but not both. So ...
Ewan's user avatar
  • 1,231
118 votes

Will the inclusion of LGBT characters in my game detract from possible sales?

It's not as easy as saying: "Lesbian couple in the game = ± x% copies sold". Just like with most things in game development, it's not the idea which matters, but the execution. When you write LGBT ...
Philipp's user avatar
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93 votes
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How do I discourage "loot from party members who are about to leave" behavior?

As Charanor and Philipp point out in other comments & answers, there is a school of thought in game design (called "Love the Player" in my studio) that says if the player wants to do something ...
DMGregory's user avatar
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68 votes
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Will the inclusion of LGBT characters in my game detract from possible sales?

I come from a place in the Internet most people deem to be horrible in every single way. While I generally don't agree with most of the stuff said in that website, I can provide some insight on what ...
HorriblePerson's user avatar
43 votes

How do I get players to say "no" when they are afraid of missing out on sidequests or XP?

A way to show which answer is the "right one" without taking away the choice, would be to weight the options through meta-information. Instead of just showing one "yes" option and one "no" option you ...
TheSexyMenhir's user avatar
40 votes

Will the inclusion of LGBT characters in my game detract from possible sales?

I have some numbers, though they're for a web game, which might not apply to your market. Back in 2012, I wrote a game called Farm & Grow. It featured little people wandering around a farm and ...
Stomf's user avatar
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38 votes
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Character ability power balance

In any game where you have character leveling, you need to decide on a power curve. This is a mathematical function which maps game progress to character strength. This curve can be linear, ...
Philipp's user avatar
  • 119k
38 votes

How to calculate player damage in a game

It appears that you came up with an array of stats first, and now try to figure out what those stats could be doing. I think you might be approaching this problem from the wrong direction. The way I ...
Philipp's user avatar
  • 119k
31 votes

Conveying a claustrophobic atmosphere in cavalier oblique projection

Reduce the players sight-range. You can do that by adding an overlay mask on top of the rendered scene. This simulates the reduced sight-radius of the player-characters due to darkness. It forces the ...
Philipp's user avatar
  • 119k
30 votes

Will the inclusion of LGBT characters in my game detract from possible sales?

There's no such thing as bad PR. While not universally true, it certainly does apply to indy games with a rather low projected number of sales. This kind of controversy is the best thing that could ...
Peter's user avatar
  • 9,965
29 votes

How do I discourage "loot from party members who are about to leave" behavior?

There are multiple design constraints, each of which can be solved independently. It's up to you to decide how to solve each one, in a way that makes sense for your game. [I want to discourage] ...
congusbongus's user avatar
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25 votes
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How can I prevent/balance waiting and turtling as a response to cooldown mechanics

The reason turtling is attractive in this case is because there's no or little incentive to do anything risky during the character's downtime. It's not risk-reward, it's wait-reward. To counter this, ...
Wazoople's user avatar
  • 366
23 votes

Will the inclusion of LGBT characters in my game detract from possible sales?

Games sell because they're good, not because they have X or Y Your game sales will most likely have nothing to do with the sexual orientation of your characters. What will matter to the players is ...
John Hamilton's user avatar
23 votes

Why do RPGs let you know how much XP you need to level up?

It's a matter of motivating the player. The player has an achievable goal to work towards The player sees how far away from the goal they are The player sees how playing the game visibly progresses ...
Philipp's user avatar
  • 119k
22 votes

How do I get players to say "no" when they are afraid of missing out on sidequests or XP?

I love these because there's always a multitude of ways to do this. The first thing that comes to mind is to not make it such a blind choice. If it is a decision that has the potential to ruin a ...
Der Kommissar's user avatar
20 votes

Conveying a claustrophobic atmosphere in cavalier oblique projection

Use per-tile lighting to do sight-range reduction. Shadowlands (1992) - 3 light levels: Diablo (1997) - 8 light levels: You can do much more with this dynamic, such as easily having monsters only ...
Engineer's user avatar
  • 29.4k
20 votes
Accepted

How to design a damage formula in an RPG which keeps weapons with different attack speeds balanced?

The problems you have with calculating DPS from that formula are because what you call BaseDamage doesn't actually seem to be that. Assuming that all numbers are ...
Philipp's user avatar
  • 119k
19 votes

How do I discourage "loot from party members who are about to leave" behavior?

This behavior is completely understandable. After all, nobody wants to lose an irreplaceable item forever because they made the mistake of having it on the wrong character at the wrong time. There ...
Philipp's user avatar
  • 119k
18 votes
Accepted

RPG Formula - Attack and defense

When you want one hit with 200% attack to be exactly equal to 20 hits with 10% attack, then your only option is to make defense a percent value. When the defender has 55% defense vs. physical damage,...
Philipp's user avatar
  • 119k
17 votes

How do I use elementals to deepen jRPG combat strategy?

Elemental resistances usually create strategic depth but not tactical depth. Strategic depth means that they affect which characters are good in combat and which are bad. Let's take Pokemon, for ...
Philipp's user avatar
  • 119k
16 votes
Accepted

What kinds of conflict-resolution can be fun beyond combat in an RPG?

Why don't we constantly steal and murder in the real world? We have empathy with other people and don't want them to feel bad. We are afraid of getting caught and punished. Why do games often fail ...
Philipp's user avatar
  • 119k
14 votes

How to create a non-inflationary player progress system (RPG)?

However, at some point you want to revisit one of the first places just to chill there .. and all the enemies are just .. meh. Of course, that's how it is, but in my opinion not how it should be ...
Jimmy's user avatar
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12 votes
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Adapting pen & paper RPG rule system for use in a video game

Generally, when you start without experience you should go with the existing solution instead of inventing something new. However, your situation is different. Neither FATE nor GURPS are frameworks ...
Peter's user avatar
  • 9,965
12 votes

Why do RPGs let you know how much XP you need to level up?

Think about what would happen if level up happened randomly. You have a party of three players. At the beginning, all are the same level (for simplicity, 1). After playing around one levels and two ...
Brythan's user avatar
  • 221
11 votes

Character ability power balance

@Philipp gave a great answer. Another concept to take into consideration is the idea of average threat level. It is perfectly acceptable for certain foes to have stats dramatically greater than what ...
Benjamin's user avatar
  • 211
11 votes

How do I get players to say "no" when they are afraid of missing out on sidequests or XP?

I find your argument for the Option-less version very compelling, but lacks the insight, why a player would choose the easier option. As your play tester stated, they feared they might miss on ...
PSquall's user avatar
  • 1,312
11 votes

How do I get players to say "no" when they are afraid of missing out on sidequests or XP?

Answered per @trlkly's comment suggestion: You are presenting a "yes vs no" dichotomy to your players. A lot of the time, this is fine; players regularly run into scenarios where they have to make a ...
TylerH's user avatar
  • 216
11 votes
Accepted

Should items in an RPG be hardcoded or loaded in some other way?

Weapons are data. You shouldn't really ever keep data hardcoded. Your structs / classes should accommodate all necessary parameters to build a weapon's data from scratch, e.g.: ...
Engineer's user avatar
  • 29.4k

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