I am going to make a RPG game and I wanted to see what your opinion is on this topic. (hense the poll)
I can do the 'hero' character in one of two ways.
1. Same character the entire time, level 1 to max.
2. Upgrade to another character after a certain level obtained.
The 1st one is straight forward. the second won would be sorta the same as a hydralisk morphing into a lurker (more powerful). There isn't a right or wrong as your opinion is exactly what i am looking for.
I suggest going with the "Upgrading" since it will give your game more variety. For me, it is a bit boring having to play as a same character all the time in a single game, especially when there are no customization options. However, even if you have a single character, you could give it tons of customization options, or maybe make your character evolve, and unlock upgrades and abilities as you level up. It all comes down to your choice!:D
People usually loves their character. As long as it is customizable. So same character but with customization option. The more the better, but with relevant choices.
Something sometimes the modern RPG industry seems to forget about *sigh*.
Since there is no such answer in the pool, I didn't vote, by the way :P
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Battle.net wants to call me InsaneMst, Insane... but you should call me InsaneMonster!
Customizable can go both ways though. And yes i do agree that Variation between Characters is probably a big deal with a RPG game so you don't get 100k heroes EXACTLY the same as the other one. (I hate that lol) Thanks for the feedback. :D
Are you creating a traditional Starcraft RPG? I guess my memories are the Elements RPG where 5-players could select each a hero, and would evolve each of 5 levels until 20.
Have not played many SC2 RPGs but have gotten much enthusiasm for creating something similar to the "Voliar's Revenge" which looked very promising!
If it's a simpler game without much of customization go for evolutions, these are an easy way to keep game varied and interesting. And besides, if pokemon/dbz taught us anything is that changing forms is cool.
If you have complex systems (like equipment and/or some sort of enchantment/slots where it's possible to change units weapon type and add special effects) then idk.
Both systems can be amazing if you invest time in them.
With evolutions the problem is keeping them all balanced. Often what is a good choice at a low evolution may only have sucky upgrades.
Balanced as far as one character being stronger than another? The idea is a hero vs computer (AI), which would be alright to balance wise but pvp would be sorta crazy to balance out with a lot levels in the game. I ~think~ most MOBA games don't have that many hero levels, 15 maybe? but other games like diablo goes way up to 70, i think, and they added on more after that~
Hiding content is a pretty easy way to increase engagement and replayability. Though it comes at a cost of increased workload for you. You'll find that a player which would otherwise only play your map once, might try out each "upgrade" on a separate playthrough if they're engaging enough. Hero upgrades are definitely the right choice in most cases if you can stomach the extra work. After all, making hero abilities can be pretty mentally exhausting once you've reached a point where coming up with new ideas is hard.
On the flipside, a lot can go wrong with hero upgrades. If an upgraded hero is either more boring or weaker than the previous, then you may well put players off entirely. Here, customization is the safe route. You can't really go wrong with letting the player choose themselves.
TL;DR if you can be bothered with the extra work, hero upgrades. If not, customization is always a safe bet.
Hiding content is a pretty easy way to increase engagement and replayability. Though it comes at a cost of increased workload for you. You'll find that a player which would otherwise only play your map once, might try out each "upgrade" on a separate playthrough if they're engaging enough. Hero upgrades are definitely the right choice in most cases if you can stomach the extra work. After all, making hero abilities can be pretty mentally exhausting once you've reached a point where coming up with new ideas is hard.
On the flipside, a lot can go wrong with hero upgrades. If an upgraded hero is either more boring or weaker than the previous, then you may well put players off entirely. Here, customization is the safe route. You can't really go wrong with letting the player choose themselves.
TL;DR if you can be bothered with the extra work, hero upgrades. If not, customization is always a safe bet.
Work load is a non-issue as there is NOT a time line to 'production' of the game. so - i can take as much time as needed. :D Thanks for the feedback.
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I am going to make a RPG game and I wanted to see what your opinion is on this topic. (hense the poll)
I can do the 'hero' character in one of two ways.
1. Same character the entire time, level 1 to max.
2. Upgrade to another character after a certain level obtained.
The 1st one is straight forward. the second won would be sorta the same as a hydralisk morphing into a lurker (more powerful).
There isn't a right or wrong as your opinion is exactly what i am looking for.
Thank you for your time.
I suggest going with the "Upgrading" since it will give your game more variety. For me, it is a bit boring having to play as a same character all the time in a single game, especially when there are no customization options. However, even if you have a single character, you could give it tons of customization options, or maybe make your character evolve, and unlock upgrades and abilities as you level up. It all comes down to your choice!:D
People usually loves their character. As long as it is customizable. So same character but with customization option. The more the better, but with relevant choices.
Something sometimes the modern RPG industry seems to forget about *sigh*.
Since there is no such answer in the pool, I didn't vote, by the way :P
Battle.net wants to call me InsaneMst, Insane... but you should call me InsaneMonster!
Author of InsaneAI library, InsaneCredits library, InsaneDebug library, InsaneTransmission library, InsaneUI library and InsaneBriefing library.
Author of Mercenary Business - Top 10 Rock The Cabinet 2017: Co-op edition.
Customizable can go both ways though. And yes i do agree that Variation between Characters is probably a big deal with a RPG game so you don't get 100k heroes EXACTLY the same as the other one. (I hate that lol) Thanks for the feedback. :D
Are you creating a traditional Starcraft RPG? I guess my memories are the Elements RPG where 5-players could select each a hero, and would evolve each of 5 levels until 20.
Have not played many SC2 RPGs but have gotten much enthusiasm for creating something similar to the "Voliar's Revenge" which looked very promising!
If it's a simpler game without much of customization go for evolutions, these are an easy way to keep game varied and interesting. And besides, if pokemon/dbz taught us anything is that changing forms is cool.
If you have complex systems (like equipment and/or some sort of enchantment/slots where it's possible to change units weapon type and add special effects) then idk.
Both systems can be amazing if you invest time in them.
u will need probz 20 hrz 2 make elements-style RPG
probz 500~1000 2 make voliar's
ima keep working on my voliars lol itz tha dream!!
With evolutions the problem is keeping them all balanced. Often what is a good choice at a low evolution may only have sucky upgrades.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Hiding content is a pretty easy way to increase engagement and replayability. Though it comes at a cost of increased workload for you. You'll find that a player which would otherwise only play your map once, might try out each "upgrade" on a separate playthrough if they're engaging enough. Hero upgrades are definitely the right choice in most cases if you can stomach the extra work. After all, making hero abilities can be pretty mentally exhausting once you've reached a point where coming up with new ideas is hard.
On the flipside, a lot can go wrong with hero upgrades. If an upgraded hero is either more boring or weaker than the previous, then you may well put players off entirely. Here, customization is the safe route. You can't really go wrong with letting the player choose themselves.
TL;DR if you can be bothered with the extra work, hero upgrades. If not, customization is always a safe bet.