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In what order does an RPG get created?

Is it a back-and-forth western process of game design, where the team collaborates, makes changes, and repeats? Or is it a top-down kind of thing where the directors make the storyline, the battle system, and things are developed in sequence.

The FF12 delays make me wonder this. Aren't the CG sequences the first things to be worked on? How are the CG people going to change the cinemas if there are plot alterations?
 
Go Go Ackman! said:
How are the CG people going to change the cinemas if there are plot alterations?

By ... re-doing them? :P

Still, could be interesting to know what the whole process is like for a typical JRPG.
 
uh well I don't know what the specific order is, but if I was directing an RPG,

1) come up with the premise/overall plot
2) come up with the unique gameplay ideas that would set the game apart from others
3) start creating tools such as a map editor, character/sprite editor, etc.
4) get artists to start working on graphics
5) at the same time, start scripting the game - although this is more like a rough draft since during development it will be fine tuned
6) create the game using the tools
7) lastly, add the music
 
I don't know about you guys, but I'd start off by listing cool shit that I'd want to see in the game... regardless of plot, setting, design or whatever...

then figure out a game to fit around that cool stuff.

It doesn't work? No, it works the best this way.
 
I would think, in an RPG, it is important to get the plot/story/script down first, and as early in the development process as possible. It sets the tone for the whole game, including locations, art direction, voice acting or text, even the character designs. These are things that have to be set in place early on so that things don't change while in developemnt. I'm not saying that the game can't change at all, but that if these things change, it can really mess with the overall game, causing all kinds of problems.

Oh, and Zap? There are a lot of games that are made the way you describe, and usually they turn out like shit. The designer says "Wow, I've got some cool new technology, and an idea for a cool weapon/character/level/insert other odd game element, I'm going to make a game out of it." These usually make great tech demos, but shit games. It takes more of a big picture approach, imho.
 
Zaptruder said:
I don't know about you guys, but I'd start off by listing cool shit that I'd want to see in the game... regardless of plot, setting, design or whatever...

then figure out a game to fit around that cool stuff.

It doesn't work? No, it works the best this way.


It probably does work this way, which is why most stories are such shit.

:lol at Stinkles.
 
I would imagine that it completely depends on the game.

Oh, the first step? Designing a transsexual party member, and a lead character with some generic rage.
 
Stinkles' suggestion is so good it gets to keep the top spot

1) Hairstyles -- figuring out the best way to make them huge without looking more than 74% outlandish

2) Side quests -- Since most RPGs are nothing without side quests, it's time for designers to make a huge list of busywork for the player. (e.g.: find flour for the baker so he'll give you a magic sword; rescue a baby who wandered off into a cave filled with hungry, flesh-eating monsters yet somehow lived)

3) Vocabulary -- Magic points? No, it's got to be something else. How about "spirit value." And we all know walking robots can't be "Mechs" "Gears" or "Walking Robots." Get your thinking caps on, team!

4) Town design -- Time to create a series of towns each with their own unique hook.

5) Battle system -- Use old system, plus one tweak.

6) Story design -- Advanced method: Watch a weekend of sci-fi, anime and RPG cutscenes and try to work the elements from every one into a story. Basic method: Take the last three scripts you've worked on, take chunks of them and paste them together. Use whiteout to change the names. Re-work moments of minor drama and -- only if you have time -- give the hero a new reason to take on the world. Standbys will always work (evil empire ruining the world, kid with appetite for adventure, etc.) Add one new plot twist. If that sounds easier said than done, just make one of the good guys turn into a bad guy, or vice-versa.

7) Hand it over to the artistes! You've designed a classic!
 
Between 5 and 6 - put in

Enemy Design - make 10 or so different polygonal models, then re-color them in every shade of the color spectrum.

Spell Naming - give wacky new names to the same old 4 Elements.
 
Kung Fu Jedi said:
I would think, in an RPG, it is important to get the plot/story/script down first, and as early in the development process as possible. It sets the tone for the whole game, including locations, art direction, voice acting or text, even the character designs. These are things that have to be set in place early on so that things don't change while in developemnt. I'm not saying that the game can't change at all, but that if these things change, it can really mess with the overall game, causing all kinds of problems.

Oh, and Zap? There are a lot of games that are made the way you describe, and usually they turn out like shit. The designer says "Wow, I've got some cool new technology, and an idea for a cool weapon/character/level/insert other odd game element, I'm going to make a game out of it." These usually make great tech demos, but shit games. It takes more of a big picture approach, imho.

:( You say it like the start from cool stuff approach is what's the root cause of crappy designs, but then you fail to note that most games turn to shit regardless, so the way the design occurs is independent of the actual quality of the game.... so long as there's a good deal of attention paid to the details and the actual meat of the game.

And if you're making games off just a single idea or few ideas (which is what you seem to imply), but I'm sorry, you lose. The more cool ideas you can summon and get them to form a cohesive package around, the cooler the overall effect will be. Should be.
 
No one here as ever played RPG Maker?!??



... how to make RPGs is in the indstruction manual, duuuh
 
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