For this cast, I sat down with Jelle Van Doorne who is designing the game Viola to discuss about combining platforming and RPG design, along with a bunch of other topics.
For this week’s cast, I was joined by Arvind Yadjav of Pyrodactyl games for a discussion about RPG and action game design, and the challenge of balancing them.
I’ve had an idea for a new post series; we’re going to be taking a look at the essential elements of specific genres. There’s a difference between designing a game that has those elements vs. an actual game of the genre. For our first discussion, we’re going to dive into the RPG genre and find out what makes it tick.
One of the oldest design issues that have plagued RPG-based design has been the “hoarder syndrome,” where players will refuse to use life saving items and instead hoard them for some time in the future. At its worst, hoarder syndrome can make a game worse to play due to the player not using every option open to them.
However, the simple solution of giving the player more may be counter-intuitive to the design or cumbersome depending on the implementation. There is a solution to this problem, but it requires some advanced thinking.