In addition to the iconic nature of the game-the role-playing game, the new seven more important features are being developed. Sometimes we find these features in other game types, but in the process of creating classic role-playing games, each of these features plays a very important role. Maybe other designers are advocating other features, but in my opinion, for a great role-playing game, there is absolutely no shortage of these seven features.
1. Adventure
The prologue to the TV program Star Trek contains the best role-playing games that should have all the core and soul: daring to try things that have not been done before. Whether we put the player into the dinosaur world or the distant future ruled by a terrorist robot, it is important for the role-playing game to have this feeling of being transferred to a completely new world. The second is the question of role growth, which the role-playing fans want to play in a memorable, compelling, intricate and inherently coherent world. Every character and every thing that a player encounters in the game should be as real as possible, not just for the development of the story.
2. An epic story
Strange scenes can only attract players for a while, unless something that happens in the game is connected to the player and can arouse their interest, the player has no reason to stay in the game world. There should be a big reason for players to take action in single player games and the threat of a hero-style response. This is not to say that the entire game world should be fraught with danger, but it should have an event that has a certain effect on the character so that the player can take action, such as a friend who has been kidnapped, or a player's character's home or reputation is compromised. No matter what large-scale plot is designed for player characters in the game, we must let players feel that the game needs their participation in order to solve the problems that arise.
In fact, we casually look at the commentary on a role-playing game, nothing more than four aspects of the storyline, the search, the branching plot and the story clues. And it seems that the players are most concerned about where they can go, at what time they can go and how much influence they have on the events that occur in the game, and the players don't like to be led by a rope to do something (game designers) pre-designed. The storyline of a role-playing game should be invited, stirred, or inspired, but we should leave the action to the player.
3. Fight
In the role-playing game of the character design, the characters are confident and energetic in the player's view, and in this case the best way to arouse the interest of the player is to threaten the life of their role. If there is a life-or-death situation, players will have to react to defend themselves.
An exciting, intuitive, fast-paced combat interface and other factors in role-playing games are important to the success of the game. In many cases, this is how your game attracts certain players, especially if the game is a major part of the battle.
4. Temporary tasks
It takes a lot of time to save the world. The average player spends about 100-200 hours on each role-playing game, so the designer should give the player some small, temporary tasks or searches halfway through, regardless of whether the small tasks have anything to do with the player's final goal. (in most multiplayer games, the designer is distributing these small tasks for the players, which makes all players important to the game.) The temporary search task can be as simple as an old man to get the player to find the wrong idol, and it can be more complicated, such as the President of the alliance ordered the player to destroy an interstellar base anchored by the convoy.
Regardless of the size of the task, the game should set the appropriate mechanism for the player to be willing to put down the things they are doing to perform temporary tasks. For example, after completing a task, reward the player with money, item items, resources, or promise to do something for the player in the future. Temporary search is a way to placate a character, and letting them do something successfully can make the player feel refreshed. Even if the player is still far away from the game's final goal, these small temporary tasks will keep the players going again, so that they can try various methods.
5. Search for Treasures
Explore the role playing game the world should feel a bit like a carnival treasure hunt. Players are curious about what they can find in boxes, buckets, crates or bookcase. Any container that seems likely to contain the baby will cause the player's attention, and it is our gamer who decides what they will find in the past, and we can provide the player with weapons, props, magical items, jewellery, even a new dress, whatever it is, These items should come in handy after the player's game experience. Be careful to avoid creating useless storage as much as possible. It's good to have something as a search target, but once you have it, you should be able to use it to do something.
Useless storage: An item is no use to the player, but it must be used in order to complete a task. This is precisely the "depressed storage" (refers to the body can be killed in the container or kill the random ordinary items) of the antisense.
One of the main pleasures of playing role-playing games is to search for new items and equip the characters. With these new items, player characters should be able to move faster, be more flexible, be stronger, or become more adept at what they are going to accomplish. Never underestimate the fun of the players who are searching for the baby to equip their characters.
6. Resource Management
Since the birth of the role-playing game, resource management is the main part of the game. This usually requires players to manage trivial matters on their behalf, such as ensuring that the character has enough to eat, ensuring that the character has enough sleep, and even ensuring that all the players ' weapons are in combat. In recent years, in order to make the whole game more smooth, the role-playing game began to gradually reduce the game process these trivial matters.
Even in this simplified trend, most role-playing games still require players to have a strategy in order to manage their growing resources. Because some items in the game are scarce or difficult to obtain, players need to consider carefully the use of batteries, arrows, bullets, blood bottles, magic vials, or supernatural forces (a force to use when applying spells). Role-playing games often also allow the player to think about how to spend money, such as buying a better weapon or bribing a troubled castle guard.
7. Solve the problem
The final feature of the role-playing game is that players face many types of challenges during the game. In combat, as more monsters are encountered, players need to keep abreast of new and different strategies. Players occasionally encounter puzzles of intelligence and annoying traps in dark dungeons and Madman's homes, and in this more abstract level, players should be sure to believe those NPCs and which roads are going to be destroyed. Using the resources and information available on hand to determine the best action plan is a big part of the role-playing game, such as how to arrange the order of the Organization's march to ensure their survival in the event of a surprise attack.
Remember, a design-only role-playing game will only get you excited for a short time, but the outstanding role-playing games that can continue to be popular will always have new and different challenges, so players have to think for themselves. Never, ever, ever, never let the player give you the impression that the game produces "the same material, different grades".
Reprinted from: http://wgcode.iteye.com/category/131650
Several elements of classic RPG games