researchstill.blogg.se

My intro loops in rpg maker xv
My intro loops in rpg maker xv






Something like what described appeals to me a little more, since it syncs with most RPGs I've played (including my project). Thanks for the responses! I thought the Battle -> Reward loop was pretty simplistic and figured RPG aficianados might have some different opinions. The cool thing about RPGs is that they often give players the freedom to diverge from this loop if they want to, offering things like Sidequests, Additional Lore, Minigames, or Slice-of-Life segments that the player can easily seek out while the core loop (and main storyline) wait as long as the player wants. Often games switch the order of Access to New Area with Prepare in Town, especially ones with one or very few towns and you repeatedly go back to them, and clever RPGs switch up the order of enemies, puzzles, and bosses to keep players from being able to predict what's coming next (while making sure there is always something big and epic near the end of each loop to ensure it's still satisfying). I think a reasonable core loop to draw for RPGs would be something like Access to New Area (exploration) -> Prepare in Town (buildup) -> Fight Enemies (grow stronger) -> Solve Puzzle (defeat obstacle) -> Fight Boss (climax) -> Engage in Heavy Storyline (denouement/reward) -> (Repeat, starting with Access to New Area). Some of the really grindy mobile "RPGs" follow the loops to a T, but if you're thinking something more along the lines of Final Fantasy, Trails in the Sky, or Pokemon, it gets somewhat muddier. Games that have a lot of downtime, or are meant to be more immersive, often don't follow the Core Gameplay Loops as closely as games like, say, Platformers, Fighters, and Rhythm Games. What about secondary or tertiary loops? What are some common secondary or tertiary loops in RPGs (yours or otherwise)? What do you think is the essential core loop of the RPG genre? This, or something else? Does your RPG or other RPGs you've played use this core loop? Do any RPGs use a different core loop? The core loop of an RPG is often described as something like:īattle enemies -> Gain rewards (loot, experience, levels) -> Repeat With something like Doom, the core loop is:Įnter new area -> Shoot/rip/tear everything -> Collect loot -> Repeat

my intro loops in rpg maker xv

There can also be "secondary" or "mid-term core loops that span the course of minutes to hours, or "tertiary"/"long-term" loops that compel the player to keep playing for days, months, years, or till the end of the game. It would usually consist of actions on the scale of seconds or minutes. The core loop is the most stripped down, essential gameplay, the bare minimum that would make a prototype of the game. Closely related/overlapping concept: the "compulsion loop":








My intro loops in rpg maker xv