arcane Mesaj tarihi: Mart 2, 2008 Paylaş Mesaj tarihi: Mart 2, 2008 Kaynak 1: Always make your main character brooding, tortured and thoroughly unlikeable: It's common knowledge that nobody needs to identify with the hero of a story to enjoy themselves, in fact, being able to even remotely like the main character is a disaster waiting to happen. If players spent their time caring about whether the in-game avatar lives or dies, they wouldn't be able to invest valuable brain space in marveling about how pretty the graphics are or how cool everybody's hair looks. To write a main character, the process is incredibly simple -- just find any Livejournal page that features hot pink text on a black background with Jack Skellington pictures, copy every single blog entry into Wordpad, and then make the hero read it all in a pretend gruff voice with sixty second long dramatic pauses. Bada bing, bada boom -- one instant hero, dripping in darkness and oozing mysterious melancholy from every pore. 2: Everybody in the main party has a sword, even if everyone else has guns: It might not be logical, but this is a genre where steampunk robots can fight purple dragons -- sod your bloody logic! Even if the game is set in a dystopian future full of clanking death wagons and engines of wanton destruction, your main party of heroes must always be willing to match their bullets with a flash of cold, hard steel. If you don't think a skinny emo with a sword is enough to stop a ten story tall walking tank with railguns, missile launchers and a scorpion tail, then you're an idiot. They did that shit all the time in Vietnam. For extra realism, try and make the swords ten feet tall, or at least the size of a Shetland pony. Despite their huge size, your girly-armed characters must be able to wield such meaty blades as if they were lighter than swan feathers with helium balloons tied to them. Again, see 'Nam for historical reference. 3: Your main party of heroes must include at least three (preferably all) of the following: A. A really annoying child that is probably going to end up as hentai fodder within three minutes of the game's release. B. A self-styled lady's man who has a weakness for drink and women. He is always hilarious. C. An old timer who might be a little rough on the surface, but has a heart of gold hiding within him. D. A female who is useless at fighting but can heal up a treat. Is in love with the main character. E. A female who is intent on proving she is just as tough as men. Is in love with the main character. F. An easily marketable animal of some kind. Could be in love with the main character, depending on your target audience. G. A former villain who had a change of heart, possibly due to some newfound respect for his enemies. Over the course of the game, he will learn the true meaning of friendship. Fanboys think he is the best character. 4: Always include a gambling minigame: Kids love to gamble, and no JRPG world is truly alive until it has a casino of some kind, promoting the risk-and-reward lifestyle that will lead many of our nation's children down a fun-fueled path of cocaine binges, spousal abuse and prostitution. From card games to roulette wheels, a JRPG needs some way of encouraging that "Daddy needs a new pair of Mithril boots," mindset from the player. It doesn't matter how the minigame takes place, all that matters is that hardcore gambling is encouraged and applauded. If people want the ultimate weapons, well they're going to have to bet the shirts off their backs for it. 5: Partway through the game, split your party up into forced teams that includes characters the player clearly hasn't leveled up enough: Everybody loves that moment in an RPG where all the playable characters are split into two teams and the player is forced to use characters they never wanted to play with, which have now become weak and useless by that point in the game. Some gamers have been known to simultaneously weep, laugh and orgasm with utter rapture at the thought of playing as Tootles McShitty who is still at Level 3 and has his beginning weapon. A few oddballs are prone to complaints about this fantastic gaming innovation, but they are heretics and possibly murderers so must be ignored. If they didn't level up every single character in preperation for something like this happening, then it's their fault -- it's a JRPG, so they have only themselves to blame for not expecting to have to finally play as the whiny kid who screams "Alright," in a high pitched voice whenever he gets the killing blow in a battle. 6: Your main villain must be one of the following, and ONLY one of the following: A. A close friend or ally who has turned traitor in a shocking twist that you didn't see coming within three seconds of setting eyes on the smirking prick. He might be a mentor to the main hero, or a friendly rival, but either way, his unorthodox methods and shirking of authority will provide no clues to his completely unforeseeable betrayal. B. An ancient evil that has been sealed away long ago. Evils are always ancient, and are never killed like they should be. Instead, some bearded old fools locked it up in a mirror or a tree or something -- y'know, a really secure place. C. Someone who randomly and suddenly replaces the guy you thought was the actual main villain. You'll spend hours waiting to fight the main baddie, only to find he was little more than a sub-villain for the main event. It is always surprising when this happens. D. Gay. 7: NPCs are complete idiots: Just like in real life, other people in RPGs are nothing but drooling morons with only myopic and worthless things to say, and they'll say those things over and over again. The best part is, even though it's clear that in a town full of wandering NPCs, the only relevant people are the ones running the Inn and the Weapon Shop, the player is still compelled to wander up to each one to hear about how some jackass loves the smell of freshly baked cookies or how they're expecting their husband home any minute (a minute that lasts until the end of time, it would seem). Freeze framed in their own never ending moments of eternal stupidity, NPCs should always be the kinds of people you just want to punch in the face until both of you are bleeding. 8: NPCs never lock their doors and let you wander around their homes: NPCs are so interested in telling you about their love of freshly baked cookies that they don't even care that you burst into their homes uninvited and subsequently trod soil and dragon blood into their carpets. They'll happily stand there, grinning like complete and utter mongoloids, thinking about their one asinine train of thought while you walk all over private property, opening cupboards and helping yourself to whatever cash and potions they might possess. Again, just like real life. 9: Never ever question why the world's global economy isn't in tatters when a man can't step foot outside his home town without being attacked by monsters: Seriously, just don't fucking think about it, okay!? 10: The last dungeon requires so much level grinding that the player's fingers wear down to thimbles: No JRPG can truly call itself complete without having an end dungeon packed so full of the toughest monsters that it requires an additional twenty hours of "gameplay" just to get through the first screen. When the final furlong approaches, the game technically screeches to a halt, and what ensues is a magical new game where one runs around the same spot in circles, then presses attack a lot, and then runs around in circles again. For days. The reason why this is necessary is because of the point of all RPGs -- to accumulate so much power, to be so incredibly strong, and to possess so many ultimate weapons, that the final boss is pathetically crushed within two minutes, reducing the past several days of repetitive labor and hard work into something that doesn't even last as long as most wanks. While this pitiful whimper of an ending could help the player question why he's wasting his life, this is never the result. He just goes out and buys something NIS made so they can get to level 9999. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Overseer Mesaj tarihi: Mart 2, 2008 Paylaş Mesaj tarihi: Mart 2, 2008 ahahahahah oha ya her ayrıntı cuk efektiyle oturuyo arkadaşım. gerçi yarısını zaten farketmiştim bi süre sonra ama taze ekmek olayı bitirdi beni mıhıhı :D Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
nileppezdel Mesaj tarihi: Mart 2, 2008 Paylaş Mesaj tarihi: Mart 2, 2008 said: F. An easily marketable animal of some kind. Could be in love with the main character, depending on your target audience. Azuahhahahaa :D bittim buna Çok da güzel yazıymış, sevmem zaten japon rpglerini, rpg gibi değiller hiç :( Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Kaede Mesaj tarihi: Mart 3, 2008 Paylaş Mesaj tarihi: Mart 3, 2008 Ahuha güzel yazmış da örnek verseydi bunlara çok daha iyi olurmuş Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Bone Mesaj tarihi: Mart 3, 2008 Paylaş Mesaj tarihi: Mart 3, 2008 said: If you don't think a skinny emo with a sword is enough to stop a ten story tall walking tank with railguns, missile launchers and a scorpion tail, then you're an idiot. They did that shit all the time in Vietnam. For extra realism, try and make the swords ten feet tall, or at least the size of a Shetland pony. Despite their huge size, your girly-armed characters must be able to wield such meaty blades as if they were lighter than swan feathers with helium balloons tied to them. Again, see 'Nam for historical reference. BWAHAHAHAHAHAH! enfes Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Laurelin Mesaj tarihi: Mart 4, 2008 Paylaş Mesaj tarihi: Mart 4, 2008 severim capon rpg lerini kusurlari varda batidan cikanalri oyniyamiyorum son 2 senedir oyuna basliyorum 3 saat tutorial kesin boel comez filan ve ilk saatelrde hikaye ile ilgili boyle merak uyandirip heyecan yapicak bisey yok ondan sonrada yakalsik 3 kitap doldurucak background bir seferde dayatilir ve bu bacground hep aynidir uykum gelir birakirim zaten japonlar yapmasa rpg kalmadi piyasada o derece kit bu aralar suikoden 1-5 yapiyorum rpg kitligindan :p Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
SturmVogel Mesaj tarihi: Mart 11, 2008 Paylaş Mesaj tarihi: Mart 11, 2008 Klişe temalar kullanıp buna orjinalite derseniz sıkıcı olur ama klişeler orjinal klişelerse ise insanlarda bağımlılık yaratır. Anime'ler bunun harika bir örneği.Hiçkimsenin anime izliyorum, şikayetçiyim diyeceğini sanmam. J-RPG'leri oldukça seviyorum ve bundan hiç rahatsız değilim. Hatta yön tuşları + 2-3 tuşla oynanan J-RPGleri uzun zaman oynamaktan fareyle oynanan normal izometrik RPGlere bile yeni yeni alışma devresine girmişimdir. (Diablo 2 almıştım ve aynı gün bıraktım, hiç ısınamadım mesela) J-RPG'ler için Square'nin Avrupa departmanı eski ekibinden Yoji Shibata diyor ki : "J-RPG'ler aslında bir oyundan öte, asosyal gençler ve çocuklar arasında bir iletişim aracıdır. İnsanların birbirini görünce 'sen burada ne yaptın, ben şöyle yapmıştım şöyle olmuştu' diyeceği oyunlar yapmak istiyoruz.Eskiden bazı oyunlarda saatlerce aynı savaşlara giriş saatlerce aynı tuşa basmak gerekirdi ve insanlar o zaman bile bundan rahatsız değillerdi. Niye? Çünkü ben de o çocuklardan biriydim" Kısacası bir tutkudur J-RPG Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Bone Mesaj tarihi: Mart 15, 2008 Paylaş Mesaj tarihi: Mart 15, 2008 hehe viktorun dediğine bak lol. japon rpg'leri hep aynıdır. etrafta dolaşırken random fışkıran monsterlar, turn based combatlar (hele hele final fantasy'nin sistemi tam bir faciadır)... Bir de bu oyunların hikayeleri müthiş oluyor. Bir kahramanımız var, bir zıpladı mı yüz metre yukarı fırlayan, kimsenin koşamadığı kadar hızlı koşan, küçücük kollarla kocaman silahlar taşıyan, ama bunun rakibi de mutlaka demigod gibi birşeydir, karizmadır, tek yumruğuyla dağları devirir vs. ama bu karakterle oyun oynarken farelerle bile yarım saat uğraşmak zorunda kalırsın. sözde epic hikaye. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
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