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Game Design Seminar #2: A Matter of Perspective
by [@admeady] at 12:24 PM EDT, October 10, 2010 .

Late to the party? You can find the first seminar, here.

If anything has been established thus far, it’s this: shooting is not allowed. Whilst shooting can be a rewarding, if repetitive, mechanic, it’s undoubtedly – as user ‘Falsate’ described – “ubiquitous this generation”. If, however, a member is able to present a compelling and original alternative, it will be taken into consideration.

Member ‘ZacKazaul’ proposed an action role-playing game with fighter-like combat: “I’m thinking an RPG style, open ended world. Let’s say it’s a mixture of an Action RPG Fighter. Think…Devil May Cry, in a Final Fantasy World, with real time Combat.”

And further added: “What I’m picturing in my mind is say…let’s pretend we’re Dante, and Vergil and Nero are fallowing us around al la Final Fantasy VIII. The game could be both on a large scale, like Final Fantasy Versus XIII, but also take place in houses, small villages…pretty much bring back what Final Fantasy lost.”

Member ‘JTX09’ suggested a “shooting platformer who collects items…Kind of like Bionic Commando, except not bad.”

He then added: “We won’t have him swinging, though, but thrusting in air. He can thrust forward, up, or down – kind of like Pikachu’s agility in Super Smash Bros. He starts off with thrust then earns new abilities down the line.”

Finally, the member submitted a diagram, which can be found here.

With the likes of ‘Final Fantasy’, ‘Bionic Commando’ and ‘Devil May Cry’ being thrown around, it appears that third-person would be the perspective of choice. Why? What benefits does this view-point provide?

Member ‘PrinceHeir’ suggested the use of Metal Gear Solid: Portable Ops’ recruit system: “Imagine you can build an army the way you want. You can be offensive or defensive like in AC Bloodlines. You can send them anywhere in the map to provide you backup and supplies.”

This, from my perspective, raises two distinct questions: What is the Portal Ops’ recruit system? Not everybody will be familiar with said system. And how would you improve upon said system in a meaningful and substantial way?

Iterating and editing on the ideas above, this week’s aim should be to establish the character’s move set. Elements such as objectives (thanks again, Falsate) and scenario will be developed in next week’s seminar.

Here’s a brief summary:

  • It’s third-person.
  • It’s an action role-playing game, potentially open world.
  • May require the protagonist to collect item(s).
  • Real-time combat.
  • May involve multiple characters, obtained through a recruitment system.
  • Protagonist is imbued with a unique, ‘god-given’ ability.

If you have any specific criticisms, comments or compliments, please contact me at adam@gematsu.com

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22 comments on this article
  1. “This, from my perspective, raises two distinct questions: What is the Portal Ops’ recruit system? Not everybody will be familiar with said system. And how would you improve upon said system in a meaningful and substantial way?”

    the portable system is a like recruiting people using any means as necessary, though in portable ops you drag them to the truck(it get’s i agree) this was fixed on the peace walker, where you use fulton system. it’s basically attaching a parachute on an enemy then quickly sending them on the chopper right away.

    Portable Ops:

    http://www.youtube.com/watch?v=kaq460asdak

    Peace Walker:

    http://www.youtube.com/watch?v=ySjGfnkEo_U

    i think we can improve this system by adding a negotiating system. i think the shin megami tensei games uses this. we can negotiate to NPC to join them in your group, they can refuse it depending on the stat of your character? kinda like in Persona 3, you need a certain amount of stats to be able to get an acquaintance. we can also add a Ghost feature. kinda like in tekken 5DR. you can download people’s ghost so that you can have their stats in your AI companions.

    i also think a JRPG but a more darker feeling would benefit to this(like SMT Nocturne)

    Posted 6:38 pm on October 10th, 2010 - Permalink -
  2. Kobracon
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    Hmm, OK if we’re talking about 3rd person action, then one of the ideas that has been floating around my head is this:

    The game world is set in a world that is sorta dying in the same sense that ours is from pollution and stuff. And you basically end up playing as the Earth spirit (Not necessarily Gaia) and is trying to restore the land. My story isn’t really well thought out yet but gameplay wise goes like this:

    Being the spirit of the earth, She (well in my head its a she at least) would have access to all the elements (wind, water, fire, etc) and I imagined her utilizing them in combat by sort of ‘becoming’ said elements with her body. Sort of like how Collssus from X-Men coats his body with metal, the Earth spirit could do that with all the elements. And the combat could be a fast DMC style pacing.

    For example, you could turn to Fire and shoot some fireballs from afar and while the enemy is staggered you could instantly turn to wind form and zoom straight to the enemy and wail on it followed by an uppercut in Earth form (for added strength) and then maybe turn to fire for an air combo, smack the enemy down and follow up with a devastating crush in either Earth or Iron (i guess that could be counted as an earth element) from the air to the recently smacked down enemy.

    Thats just an example combo I came up with while thinking of this system. Perhaps the Earth spirit could collect certain Items to restore her to full power as she has been asleep for eons and perhaps each item grants another power for her to traverse obstacles and enemies blocking her way. I know that sounds like Metroid but I have found that style of progression to be very fun and rewarding.

    *exhale* Whoo ok got that outta my chest. By the way, very interesting thing you have started Scrawl. I’m currently in my first year of a Game Development course in my University so this is a pretty good outlet for ideas.

    Posted 4:07 am on October 11th, 2010 - Permalink -
  3. Adam Hunter
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    Kobracon, I really like your idea. It fits particularly well with some of the ideas already proposed. Couldn’t the earth itself provide the spirit with new abilities when she needs them?

    So, it sounds like you’re proposing elemental stances? Each with a specific focus? Earth = close quarters, wind = distance, fire = projectile and water = buff/nerd (that’s just an example)

    Posted 7:48 am on October 11th, 2010 - Permalink -
  4. Kobracon
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    Well my idea is kinda like she IS the earth, not an agent of it. I know I said not Gaia but I only said that because it sounded so unoriginal. Maybe I can’t avoid naming her Gaia, but there calls for a reason to be not at full strength. Giving the main character their full power from the get go doesn’t seem right to me.

    And yes, each element could be a specific focus but i was thinking fire to be more distance and wind to be speed. Like if the enemy is far away she could turn to wind and just dash fast towards the enemy since she is, for lack of a better term, as fast as the wind. Also, whats to say she couldn’t mix them together. Like make one arm fire and the other water and shoot a hot jet of steam at the enemy for example.

    I’m pretty sure we could also use those powers outside of combat for puzzles and platforming.

    Posted 8:16 am on October 11th, 2010 - Permalink -
  5. Falsate
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    Also, I do a bit of visual design myself and setup various types of concepts. For instance, we know nothing about Final Fantasy Versus XIII’s system yet I’ve managed to actually build a concept and HUD from scratch:

    http://img839.imageshack.us/img839/9164/tpsmodedefault.jpg
    http://img149.imageshack.us/img149/8611/tpsmodeexemplified.jpg
    http://img254.imageshack.us/img254/5438/normalq.jpg

    ^ There will be an animated version on my YouTube for those who didn’t understand it and that isn’t the final version. I’ve posted these mainly to help spark interest in creating a planned out system.

    It’s a mixture of some elements I’d like to see in an Action RPG. TPS is welcomed if there is a way to incorporate it fittingly. I have nothing against shooting other than what seems to be a narrow scope of mixture and variation. My philosophy for game design has always been to throw in a little bit of something for everybody.

    Right now, I have an idea for a story but most importantly how a particular string of it actually ties in with the gameplay. The Portable Ops sounds interesting and actually sparks something I might post later.

    Posted 12:25 pm on October 11th, 2010 - Permalink -
    • wow i thought it was actually the hud of versus XIII ^^

      nice work it reminded me of XIII especially the overall minimap..

      it would be cool if you can move your character at the same time the commands are being given, like kingdom hearts where your not limited on a area of circle(Valkyria Profile 2)

      Posted 6:53 pm on October 11th, 2010 - Permalink -
    • Falsate
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      I’m assuming it will be similar to XIII’s although I actually based the design off the CLOUD scan several years back. We should be able to move the characters around while the Commands are being executed. The system above is made for that like most Action RPGs and depending on who’s playing, the customization can go deep.

      Although, I’m not too sure if what I posted is related to this week’s topic.

      Posted 7:38 pm on October 11th, 2010 - Permalink -
    • Acerba
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      The criteria sound a lot like Versus XIII, lol.

      Posted 9:40 pm on October 11th, 2010 - Permalink -
  6. Falsate
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    Nomura isn’t the only person who’s thinking of doing such things.

    Posted 9:48 pm on October 11th, 2010 - Permalink -
  7. TheDarkCloud
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    I like the turn based battles. the real time battles are good too but i think that Turn-based represent more the RPG games. but thats my perspective.

    Posted 10:21 pm on October 11th, 2010 - Permalink -
  8. Kobracon
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    I feel the same way, DarkCloud but it could be largely due to nostalgia. I’m not entirely sure how turn based would hold up to the new crowd these days. To me, the best turn based RPGs these days are the ones that mix up the formula. Games that are still turn based but is still unique. FF13′s battles come to mind, but to me, so does the battle system of Resonance of Fate. Now THAT was some interesting turn based combat for an RPG

    Posted 4:18 am on October 12th, 2010 - Permalink -
    • Falsate
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      I agree with you Kobracon about its presence amongst a generation disposed to the power of these consoles and action-packed experiences. It should be a mix of both if that’s the case. Action RPGs tend to lose its ground hastily because of its repetitive combos which eventually graduate to a button mashing system.

      I can’t say I feel the same nostalgic desire for turn-based battles. They begin to look and feel listless with very little control over movement. The sense of movement and coordination is lost in exchange for adjusted pacing and control. However, I felt Final Fantasy XII handled AI and both types of systems excellently.

      Posted 10:22 am on October 12th, 2010 - Permalink -
    • Falsate
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      And by AI, I’m referring to the ability to setup Gambits although the Paradigm Shift system wasn’t too bad in XIII.

      Posted 10:23 am on October 12th, 2010 - Permalink -
    • wow finally somebody actually recognizes End of Eternity’s uniqueness. i agree we need more games like End of Eternity, Lost Odyssey, Final Fantasy XIII(Gameplay Wise).

      i think a new Valkyrie Profile(the staff of End of Eternity will handel it) for the PS3 would be awesome :)

      Posted 3:18 pm on October 12th, 2010 - Permalink -
  9. TheDarkCloud
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    I understand what you say. maybe RPG’s classic combat (where the character holds the position) are from the ps2 generetion. Now with the power of the PS3 console you can add more mobility. A combination of a classical system with one of action is necessary. I agree.
    What about the map? You prefer an open world or a classic map? like tales of V. or Ni no Kuni? I feel that what they do with this new Japanese game is great. I have an idea too take the best of both classic map and open world. i don´t know if it can be realised maybe you can help me.

    Posted 11:10 am on October 12th, 2010 - Permalink -
    • Kobracon
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      Not sure if I understand what you mean by classic map and open world. Do you mean like the maps in an FF game and the maps in a game like Oblivion? If so, then I’m not quite sure how you can mix that up….and isn’t FFXII’s map already kinda like that?

      Posted 11:44 pm on October 12th, 2010 - Permalink -
    • Falsate
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      I believe he is speaking on part about the general level design and appearance. I could be very wrong about this though.

      (RE: http://www.youtube.com/watch?v=ZvxAPk8-JRg)

      Posted 2:20 am on October 13th, 2010 - Permalink -
    • TheDarkCloud
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      it was my mistake. I did not say it well. For me classic maps are them of ff7, ff9, tales of vesperia, ni no kuni and like other games. Where you see the character walking through the world map, a town is like four houses but when you enter you see a village whit more than four houses. Open world for me is like ff12. Where you have to walk half an hour to get to the next city.
      As falsate said (and i think that she undestand what i mean) that i was speaking about the design of the game.
      If you understand that an open world is the opposite to linear game, now I understand what you mean. I believe that the linearity of a game goes of the hand of the linearity of the history, and the type of game that you whant to make. The problem is the concept that each one gives to the same term, since I am from another country and do not speak your language,as well as you. I have another concept on the same things.
      I hope this time you can undestand.

      Posted 3:35 pm on October 13th, 2010 - Permalink -
  10. Kobracon
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    Did you try Eternal Sonata, Falsate. I feel that that RPG had a wonderful mix of action and turn based. You also had to time buttons to defend yourself from enemy attacks, removing the monotony of waiting for your enemy’s turn to finish. I’ve seen a few RPGs that do this and I feel more of them should to appeal more to this gen of gamers.

    People always make jokes about how RPG chars just stand there and take it but Eternal Sonata struck a really nice balance IMO. You could very well die instantly if you space out and miss the button.

    Posted 11:50 pm on October 12th, 2010 - Permalink -
  11. Adam Hunter
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    Thanks for the response guys. I’ll have the next seminar up within the next few days.

    Posted 11:00 am on October 17th, 2010 - Permalink -
    • Kobracon
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      Awesome. Will be there. (Virtually of course :P)

      Posted 3:27 am on October 18th, 2010 - Permalink -
  12. Adam Hunter
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    Quick update: I’m currently writing the third seminar, and it should be up either today (Sunday) or tomorrow. Thanks for your patience.

    Posted 6:38 am on October 24th, 2010 - Permalink -
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