It's very great to produce an epic single-player RPG, but if it has no replay value (that is, someone not wanting to go through the whole game once again), I do not see much of a point into it.
I'd really love to hear from the SEN Pseudo Game Designers some tips to increase the replay value of our maps.
If possible, try to sort the tips by map type (Arena, RPG, Dodge, Minigame, CTF, etc.).
As usual, I'll keep the OP updated so it contains any relevant information.
P.S. This thread should also serve as a Discussion Thread. If you see some issues in relation with a posted tip, please go on and share your knowledge.
RPGs:
- Randomized quests (can mostly be applied to an ORPG-type map, though I can see it applied to an RPG as well)
- Experience/leveling system providing hero-customization (stats, spells). In terms of spells, designing a spell-tree (think of Diablo II) can be a very good choice.
- Open world (unfortunately ) & Hack-n-slash (moar unfortunateliness)
- Don't overflow players with tons of new abilities to learn to master at the very start. Try to design the map so you can give the abilities one per one to the players.
- Equipment/Items system
- An original plot and great dialogues
- Custom enemies with custom abilities (keep it simple still, but let the players have a feel of Improvement when they understand there's a strategy that can help them out to kill 'x' type of monster faster)
- Make original bosses
- Randomized quests (can mostly be applied to an ORPG-type map, though I can see it applied to an RPG as well)
- Experience/leveling system providing hero-customization (stats, spells). In terms of spells, designing a spell-tree (think of Diablo II) can be a very good choice.
- Open world (unfortunately ) & Hack-n-slash (moar unfortunateliness)
- Don't overflow players with tons of new abilities to learn to master at the very start. Try to design the map so you can give the abilities one per one to the players.
- Equipment/Items system
- An original plot and great dialogues
- Custom enemies with custom abilities (keep it simple still, but let the players have a feel of Improvement when they understand there's a strategy that can help them out to kill 'x' type of monster faster)
- Make original bosses
Arenas:
- A lot of heroes with own unique spells
- Level-ups to give the feel of specialization/customization
- Control Points
- A lot of heroes with own unique spells
- Level-ups to give the feel of specialization/customization
- Control Points
General improvements:
- Map must be challenging, though not impossible
- Easy to understand, Hard to master
- Try to integrate a feel of Improvement
- Great terrain (that is, effort set into it, though not "over the top")
- General atmosphere: things like background music and custom models/sounds... map's lighting probably goes in here as well.
- Professionalism: no typos, reduce number of clichés (things like "Mwahahaha" lines given to some evil guy)
- Synergy between abilities
- Customization (modes, spells tree, etc.)
- Hidden features/bonus (easter eggs, secret rooms, etc.)
- Map must be challenging, though not impossible
- Easy to understand, Hard to master
- Try to integrate a feel of Improvement
- Great terrain (that is, effort set into it, though not "over the top")
- General atmosphere: things like background music and custom models/sounds... map's lighting probably goes in here as well.
- Professionalism: no typos, reduce number of clichés (things like "Mwahahaha" lines given to some evil guy)
- Synergy between abilities
- Customization (modes, spells tree, etc.)
- Hidden features/bonus (easter eggs, secret rooms, etc.)
Please consider reading this post as well, as it talks about general replayability.
Same goes for this thread.
Post has been edited 6 time(s), last time on Jan 12 2011, 2:29 am by payne.
None.