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Non-cliche' RPG ideas thread

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AnnaComnena

PostPosted: Mon Jul 24, 2006 2:31 pm


Has anyone seen that thread in gaming discussion? Interesting premise but unfortunately 40 of the 50~ pages in that thread are spam and one line conversations between well, forum idiots?

I was wondering if anyone else has seen it and pondered some of the few actual interesting ideas in that thread?

One thing I tried to explain, is that cliche' in itself isn't that bad as long as it isn't obvious or in an extremely predictable way. It can provide familiarity which is good, and if your game contains enough gameplay aspects or a rich setting the cliche's will not appear so bad or blatant.
PostPosted: Fri Jul 28, 2006 6:26 pm


AnnaComnena
One thing I tried to explain, is that cliche' in itself isn't that bad as long as it isn't obvious or in an extremely predictable way. It can provide familiarity which is good, and if your game contains enough gameplay aspects or a rich setting the cliche's will not appear so bad or blatant.


I agree with your explaination.

Optimism_High


Klaus
Captain

PostPosted: Sat Jul 29, 2006 11:58 am


I've been thinking about it for a couple days now, and I just can't come up with a good non-cliche' idea. confused
PostPosted: Sat Jul 29, 2006 12:47 pm


Hmm... RPG ideas...

Well, I'm sick and tired of swords. My original characters reflect that, exept for two. Swords are great, sure. During the times this symbolistic weapon was great. But it still stands as the biggest cliche ever. Unless someone's got an excellent reason to quest for the Great Sword of Whatever, it bothers me.

...ahem. As for an actual idea: I've been toying with the idea of a main character who uses a huge boomerang. Said hero/heroine could use some sort of energy or such from monsters to increase its stats or even change its form. Items could add special effects.

Yeah, it's a vague idea, but it's there.

Kaypar

Friendly Friend


Optimism_High

PostPosted: Tue Aug 01, 2006 7:05 pm


TehKunaiGuy
Hmm... RPG ideas...

Well, I'm sick and tired of swords. My original characters reflect that, exept for two. Swords are great, sure. During the times this symbolistic weapon was great. But it still stands as the biggest cliche ever. Unless someone's got an excellent reason to quest for the Great Sword of Whatever, it bothers me.

...ahem. As for an actual idea: I've been toying with the idea of a main character who uses a huge boomerang. Said hero/heroine could use some sort of energy or such from monsters to increase its stats or even change its form. Items could add special effects.

Yeah, it's a vague idea, but it's there.


Your idea reminds me of the Haikotsu ( I think that is how it is spelled sweatdrop ) from Inu-Yasha if you have ever read/watched that. A character named Sango uses a giant boomerang which is called the Haikotsu
PostPosted: Sat Aug 05, 2006 9:04 pm


AnnaComnena
One thing I tried to explain, is that cliche' in itself isn't that bad as long as it isn't obvious or in an extremely predictable way. It can provide familiarity which is good, and if your game contains enough gameplay aspects or a rich setting the cliche's will not appear so bad or blatant.

Why do you think things become clichéd in the first place? Watch some classic TV shows such as The A Team, Monkey and MASH and it'll be made clear. Take the concept of having a team of three to five main characters with a variety of skills and flaws. It becomes cliché because people do it and it's embraced by the fans and proven to be so brilliant it has to be done again. Then they do it again. Once more. Another time. Everyone still loves it, but it's a cliché. It's just a matter of if they do it well, as you stated before.

Regarding the protagonists' weapons in games, although swords are definitely pretty cool, I'd like to see some more spears, voulges and halberds being used. Now that's cool.

Enallyniv


AnnaComnena

PostPosted: Sat Aug 05, 2006 10:02 pm


Enallyniv
AnnaComnena
One thing I tried to explain, is that cliche' in itself isn't that bad as long as it isn't obvious or in an extremely predictable way. It can provide familiarity which is good, and if your game contains enough gameplay aspects or a rich setting the cliche's will not appear so bad or blatant.

Why do you think things become clichéd in the first place? Watch some classic TV shows such as The A Team, Monkey and MASH and it'll be made clear. Take the concept of having a team of three to five main characters with a variety of skills and flaws. It becomes cliché because people do it and it's embraced by the fans and proven to be so brilliant it has to be done again. Then they do it again. Once more. Another time. Everyone still loves it, but it's a cliché. It's just a matter of if they do it well, as you stated before.

Regarding the protagonists' weapons in games, although swords are definitely pretty cool, I'd like to see some more spears, voulges and halberds being used. Now that's cool.


It doesn't work if the show or game or film or whatever media used is shallow and relies entirely on the familiar cliches's themselves. These are called "clones" usually and barely last a season (if that) before fading to obscurity. Finding methods to keep the successful familiarity but avoiding the blatant "ripoff" appearance can be a hard thing and I think is the main issue; methods of finding that balance.
PostPosted: Sat Aug 05, 2006 11:38 pm


AnnaComnena
It doesn't work if the show or game or film or whatever media used is shallow and relies entirely on the familiar cliches's themselves. These are called "clones" usually and barely last a season (if that) before fading to obscurity. Finding methods to keep the successful familiarity but avoiding the blatant "ripoff" appearance can be a hard thing and I think is the main issue; methods of finding that balance.

Ooh, good point. Yeah, innovation is hugely important. The True Crime games generally fall flat on their faces for being clones of GTA. GTA pioneered - at least in super-mainstream gaming - the gangsta-crime genre, and they did it well. While other games have tried to be the new GTA (see: True Crime, Driv3r), they always seem to focus too much on bettering what GTA already has as opposed to adding original and fresh content.

It's a shame, really, because the 3D GTA games have never been particularly polished.

Enallyniv

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L.A.G. (Literacy Among Gamers)

 
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