Deleted Member 16721
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Overpowered characters joining your party *yet having the game balanced around having the overpowered character at that time*. What I mean is, something like Final Fantasy Tactics. At one point you get a couple overpowered (compared to your current group) characters. They have awesome abilities, mindblowing stats and are just cool as shit because of it. Yet the game doesn't become easy, it takes into account that you now have those characters and the game remains challenging, not through level scaling but through level design.
I wish more RPGs used this approach. I love finding a very powerful item or companion and the game doesn't become a pushover because of it, but rather it stays challenging because they were expecting you to have this awesome character fighting with you. Why more RPGs don't follow this design I have no idea. Because balance means everything is homogenized and no room for this sort of thing, blech.
Another underutilized tool is telling story from multiple views. I love in Suikoden 3 how you can view the story from 3 main characters perspectives, complete with their own chapters of intrigue and storytelling. The characters intertwine and eventually it turns into one big story but the storytelling from 3 points of view is superb. Would love to see this done on a smaller scale in a CRPG, where you could view the overall story from different perspectives. And Suikoden 3 has 108 recruitable companions and they *all have more information then most CRPGs with 10 companions*. How? Through body gestures, their gameplay and fighting techniques, their animations, their physical design, a quote here or there, and you can even hire a kid investigator to investigate their background to learn more about them in text. Suikoden 3 is a marvel of RPG design in several areas and no one has tried that since. Instead we get walls of text and backstory and the characters don't even have the same charm as a character that has barely any words in Suikoden 3. Rant ovah.
I wish more RPGs used this approach. I love finding a very powerful item or companion and the game doesn't become a pushover because of it, but rather it stays challenging because they were expecting you to have this awesome character fighting with you. Why more RPGs don't follow this design I have no idea. Because balance means everything is homogenized and no room for this sort of thing, blech.
Another underutilized tool is telling story from multiple views. I love in Suikoden 3 how you can view the story from 3 main characters perspectives, complete with their own chapters of intrigue and storytelling. The characters intertwine and eventually it turns into one big story but the storytelling from 3 points of view is superb. Would love to see this done on a smaller scale in a CRPG, where you could view the overall story from different perspectives. And Suikoden 3 has 108 recruitable companions and they *all have more information then most CRPGs with 10 companions*. How? Through body gestures, their gameplay and fighting techniques, their animations, their physical design, a quote here or there, and you can even hire a kid investigator to investigate their background to learn more about them in text. Suikoden 3 is a marvel of RPG design in several areas and no one has tried that since. Instead we get walls of text and backstory and the characters don't even have the same charm as a character that has barely any words in Suikoden 3. Rant ovah.
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