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What do you want in mobile RPGs?

Sduibek

Creator of Fallout Fixt
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Codex 2013
Thread title. When it comes to RPGs for Android, iOS etc, what kind of things are you looking for? This could be features, length, storyline, items, graphics style, time period, whatever. Basically what you think is :obviously: or/and :cool: for this platform.

As usual this is for Official Scientific Research (tm). Thanks!

EDIT: Yes I realize some of you will say "Nothing; mobile is a faggy bullshit platform for proper RPGs, go kill yourself" so bring it on. :smug:
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
The Quest looks neat, but no android version means I'll never play it.

I would think blobber style rpgs would map really well to a touchscreen, but no one seems interested in making them.

As for gameplay. I think a lot of mobile games miss the mark by have content designed to be played in short chunks. Instead I would design the game to be able to be paused and continued at any time.

So I'd pay a small amount of money for a decent blobber style game where I could just push the home button at any time and when I return to the game it remembers exactly where I was.
 

Mangoose

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I'm a Banana
Divinity: Original Sin Project: Eternity
Mobile RPG
ISF_member_armed_with_RPG-7.jpg
 
Self-Ejected

Excidium

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Mobile games need to be simple and fast to pick up and play. Make the game with the fact that people are going to play it for like 15 minutes at best with long intervals between sessions in mind.

I think CRPGs are ill-suited for the platform, make a roguelite or something.
 

baturinsky

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Apr 21, 2013
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Why so much hate for mobile RPG? Is it so bad to be able to have a fix when out of home?
 
Self-Ejected

theSavant

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I want mobile Skyrim. And when you are done with it I will not buy it because it's too boring.
 

Alchemist

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Jun 3, 2013
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I agree with tuluse - there's no reason we can't have an in-depth blobber RPG on mobile devices. Just make it turn-based, auto-save and easy to pause and jump back into.

Redshift's Legacy series on the Pocket PC was a good example of this. Party-based and turn-based. And The Quest is decent too but not party-based. Personally I prefer the old-school full-party style of Legacy. I would totally buy a game like that on Android.

Some screens of Legacy for the curious:
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RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
If you could actually incorporate romance in mobile RPGs, you'll have a real seller in your hands.
 

Vagiel

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Turn based, simple graphics, vertical, one hand interface, some multiplier element.

I would enjoy something like smt strange journey where you could use your party to battle other players in multi. Or a card based battle system.

Sent from my GT-I9105P using Tapatalk 2
 

zwanzig_zwoelf

Guest
Okay, if I would play a mobile RPG (most of the stuff I played on my mobile were Game Boy games via emulator), I would demand it to be:

1. Turn-based. Because RT makes you constantly click/tap, clicking comes with an irritating noise, plus you look like an idiot.
2. Text-heavy if designed for large screens. Reading a lot of text on a tiny screen might be tiring.
3. Save feature. And as quick as possible. I rarely play on mobile longer than for 15 minutes, and I don't have time to reach next checkpoint/save point etc.
4. Make it fucking good, so I would even care to run it.

Most of this stuff was covered by previous posts, but still.
 

Giauz Ragnacock

Scholar
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Jul 16, 2011
Messages
502
THE MOST IMPORTANT THING! : NO MICROTRANSACTIONS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Also, a new take on the blobber interface would be cool. Say the party can see monsters in front of them arranged inside horizontal and vertical grid squares. Also, Also, all attacks are physical objects (tap and drag your sword over the grid squares you want to slice through the air/enemies with, poke a button through some cage bars with your staff, see attacks like fire-balls/arrows/enemy swords moving throw the grid squares each turn so that the party can tactically move to dodge rather than just completely rely on some non-interactive, in-the-background RNG system).

Finally, develop for PC FIRST, then worry about adapting for touch-screen (obviously have this interface in mind during design phase).
 

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