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Troyen
So far, there's always been at least one character in every WW game that I just don't like. I can choose not to romance them, but I still have to put up with their annoying personality during most of the main story scenes.



In the Loren expansion, the new characters were entirely skippable (though at a sizable xp penalty for not recruiting them), but the majority were mandated anyway. In Loren 2, even with a smaller party size of 8, that's still a lot of characters contending for a spot on the screen - too many, I think. Not to mention that battles don't use the full cast, so it's always a pain to rotate characters in and out to keep them viable just in case they were needed for a mission late-game.



Basically, I'm wondering if all 8 characters are mandatory, or if I can pick and choose who joins the party.
jack1974
Like in all games, most of them will be present though the whole story, except for some specific quest (there's one in which your party is split in two) but apart that will work the same.

Doing what you say means a lot more writing and testing and delaying the game even further, since basically the writer has to constantly remember who is in the party, and who isn't, when writing the story.
yayswords
Not to mention that battles don't use the full cast, so it's always a pain to rotate characters in and out to keep them viable just in case they were needed for a mission late-game.

And what about this part? Will we need to manually ensure everyone is at a respectable level or will xp be automatically split across the entire roster?
Troyen
Like in all games, most of them will be present though the whole story, except for some specific quest (there's one in which your party is split in two) but apart that will work the same.

Doing what you say means a lot more writing and testing and delaying the game even further, since basically the writer has to constantly remember who is in the party, and who isn't, when writing the story.

I hope you make more small party games. (I see QoT is one, but all the others are 8-16+?) I'm enjoying PSCD quite a bit more than I thought I would, but boy is it crowded. You have 16 people all trying to get a joke or a word in on every single story scene and I spend half the time going "why is this character even here? I'm the commander, can't I order them off my bridge?" or "don't they have work to do? Why are they hanging around here?"



One alternative would be to force a choice between characters. Kind of like how you had to pick between Myrth/Rei and the barbarian guy/old man guy early in Loren. Except don't allow the other set back into the party later - that's what replaying the game is for.



And what about this part? Will we need to manually ensure everyone is at a respectable level or will xp be automatically split across the entire roster?

Yes, please make all members of your party gain experience from a battle. In the story, everyone is standing there anyway, we're just limited by the battle mechanics.
Anima_


And what about this part? Will we need to manually ensure everyone is at a respectable level or will xp be automatically split across the entire roster?

Yes, please make all members of your party gain experience from a battle. In the story, everyone is standing there anyway, we're just limited by the battle mechanics.

We will.
jack1974

I hope you make more small party games.

Haha you know here's the problem. People who didn't like SOTW wanted a bigger party :lol: of course, bigger because of the romance.

I agree though that with a smaller party, you get to know the various characters better.

Though depends also how it is written: writers could focus on the main story and characters, and have most scenes in which Loren/Saren/Elenor plus maybe just one other party (the one more involved in a specific quest) talk. And some OPTIONAL lines based on what is the current party.



One alternative would be to force a choice between characters. Kind of like how you had to pick between Myrth/Rei and the barbarian guy/old man guy early in Loren. Except don't allow the other set back into the party later - that's what replaying the game is for.

That's probably a better solution, for writers too, if you use predefined party "sets/formations".

For example, if I can exclude any party member at any time, the code looks like:
[code]if isinparty(rei):
rei "Yo, bull's eye!"
if isinparty(amukiki):
amu "Let's fight!BWHAHA!"[/code]

etc. Repeat that for EVERY LINE the writers want to add. You can see that's nuts, and would increase time needed to write exponentially. Instead if we let player choose two predefined formations, the writer can just write the dialogue normally, knowing who is in partyA and partyB.



That's also another reason why I decided to split Loren in two parts, each one with his own character sets, despite some people were annoyed by that... :mrgreen:



Yes, please make all members of your party gain experience from a battle. In the story, everyone is standing there anyway, we're just limited by the battle mechanics.

Yes I see no problem doing this. I also want to NOT force the level up screen, like happens in Loren/SOTW. If you are never going to use a character, no point stopping you from continuing until you have leveled him/her up (even if with the recent auto-levelup addition, is rather quick).
Troyen

I hope you make more small party games.

Haha you know here's the problem. People who didn't like SOTW wanted a bigger party :lol: of course, bigger because of the romance.

I agree though that with a smaller party, you get to know the various characters better.

Though depends also how it is written: writers could focus on the main story and characters, and have most scenes in which Loren/Saren/Elenor plus maybe just one other party (the one more involved in a specific quest) talk. And some OPTIONAL lines based on what is the current party.

Hmm, are you sure they want a bigger party? I know I was complaining I wanted more romance options, but that doesn't necessarily require a bigger party. Especially if you can pick sets like below.




One alternative would be to force a choice between characters. Kind of like how you had to pick between Myrth/Rei and the barbarian guy/old man guy early in Loren. Except don't allow the other set back into the party later - that's what replaying the game is for.

That's probably a better solution, for writers too, if you use predefined party "sets/formations".

For example, if I can exclude any party member at any time, the code looks like:
[code]if isinparty(rei):
rei "Yo, bull's eye!"
if isinparty(amukiki):
amu "Let's fight!BWHAHA!"[/code]

etc. Repeat that for EVERY LINE the writers want to add. You can see that's nuts, and would increase time needed to write exponentially. Instead if we let player choose two predefined formations, the writer can just write the dialogue normally, knowing who is in partyA and partyB.



That's also another reason why I decided to split Loren in two parts, each one with his own character sets, despite some people were annoyed by that... :mrgreen:

Yeah, I just think it's still too big to have a meaningful conversation when you have groups larger than six. We want to interact with the characters in our party, but we end up liking some of them more than others.



(It's also a hassle to level and gear up 14 characters. Even with a simplified inventory system.)


Yes, please make all members of your party gain experience from a battle. In the story, everyone is standing there anyway, we're just limited by the battle mechanics.

Yes I see no problem doing this. I also want to NOT force the level up screen, like happens in Loren/SOTW. If you are never going to use a character, no point stopping you from continuing until you have leveled him/her up (even if with the recent auto-levelup addition, is rather quick).

I remember in PS1, there was no post-battle level-up assignment. You just got a notification that there were points to spend, and you could assign skills/attributes in the party menu. Maybe something like that (where the notification goes away when you load the menu, in case it's a character you want to ignore)?
jack1974

Hmm, are you sure they want a bigger party? I know I was complaining I wanted more romance options, but that doesn't necessarily require a bigger party. Especially if you can pick sets like below.

Well unless you use the "everyone's bisexual" trick, you need a bigger party. Oh right, there can be also romanceable NPCs. Not sure yet if it's cool anyway if it's someone who is not fighting in battles, but could be worth trying in a future game :)

Yeah, I just think it's still too big to have a meaningful conversation when you have groups larger than six. We want to interact with the characters in our party, but we end up liking some of them more than others.

But are you talking about the camp talk, or the general plot scenes? If the game had like 15 party members, but just 3-4 "leaders" who would always speak during the main plot, and the other 12 would talk only in the camp talk scenes would be good?

Perhaps some variables could be added to see which one you talk with more, and it could unlock some mini-scenes in the main plot (I'm not talking about Loren 2, just general brainstorming).

In general though I'm in favor of small parties. For romances there can always be NPCs indeed :)

I remember in PS1, there was no post-battle level-up assignment. You just got a notification that there were points to spend, and you could assign skills/attributes in the party menu. Maybe something like that (where the notification goes away when you load the menu, in case it's a character you want to ignore)?

Yes that's one way of doing it. Once you play Queen Of Thieves you'll see also my other system. In practice there's a big button that you can use to auto-level up not just each member but ALL the party members :lol: so every time you level up you can just click that, and be done :mrgreen: Or you can first manually level up the ones you "care" about, and use the auto option so will take care of the remaining ones.
yayswords
(It's also a hassle to level and gear up 14 characters. Even with a simplified inventory system.)

Depending on number of item slots I think I'll like this actually. No need to run a constant A-team because it's too bothersome to keep everyone else relevant. Sure I'll probably have a default setup but when I think that something else will work better, that will not be counteracted by that something else being five levels behind with half starter gear.
Troyen


Yeah, I just think it's still too big to have a meaningful conversation when you have groups larger than six. We want to interact with the characters in our party, but we end up liking some of them more than others.

But are you talking about the camp talk, or the general plot scenes? If the game had like 15 party members, but just 3-4 "leaders" who would always speak during the main plot, and the other 12 would talk only in the camp talk scenes would be good?

Perhaps some variables could be added to see which one you talk with more, and it could unlock some mini-scenes in the main plot (I'm not talking about Loren 2, just general brainstorming).

Kind of both. I'm not far enough into PSCD to post a fair review, but I like how the friendship dialogues involve more than one character. It helps build the world, show that your allies have lives and interests outside of dedicating their time to your mission, and works a lot better than the one-on-one camp discussions.



On the other hand, having everyone in every single plot discussion is too much. Too far the opposite direction, where it feels more like I'm in a lunchroom than a mission briefing because everyone needs to slip in a joke or a tangent to show their presence.



At the same time, I don't like only talking to the leaders. If I really like a character and they barely participate in the plot at all because they aren't one of the leader characters (Galina, Chambara), that would be unfortunate. Especially if I ended up not liking one of the other leaders (Jariel, Rei, that robot guy).



Ideally, I could pick my party and only talk to those people, but if that option is off the table... :P



What about balance? Most sequences include no more than five characters (exceptions for the really important ones, also 5 is an arbitrary number), but which five characters can vary depending on what you're doing plotwise. Maybe Draco doesn't have that much to say about the dwarven city, but he might have some comments when in the elven lands or stuff dealing with fire. Maybe Apolo speaks up when discussing history, human settlements, or when he wants to get on Myrth's nerves, but likewise doesn't have much to contribute during the dwarven area.



I kind of feel like the writers are obligated to include all the characters all the time plotwise, when perhaps spacing out appearances would help. The non-leader characters each get roughly even showtime in X scenes, but not all necessarily at the same times, and sometimes in different combinations to keep it interesting.



Depending on number of item slots I think I'll like this actually. No need to run a constant A-team because it's too bothersome to keep everyone else relevant. Sure I'll probably have a default setup but when I think that something else will work better, that will not be counteracted by that something else being five levels behind with half starter gear.

I don't know, I actually did keep everyone relevant and tried to rotate compositions not based on what was optimal but what would fit the story. And even then it got kind of tedious. It's cool for the first few characters - your main characters and primary combat players - but when it comes time to figure out if you want to upgrade the fourth mage versus the fifth thief...it doesn't really matter all that much anymore.



It sounds like equipment is simpler in Loren 2, but you still have a lot of attributes to assign, and the auto-picker honestly hasn't been very good thus far.
jack1974

On the other hand, having everyone in every single plot discussion is too much. Too far the opposite direction, where it feels more like I'm in a lunchroom than a mission briefing because everyone needs to slip in a joke or a tangent to show their presence.

I agree, that was a bad decision on my side, but future games won't have that again.

Ideally, I could pick my party and only talk to those people, but if that option is off the table... :P

Yes it's impossible, would make the game delay more and more. And writers could go nuts (and there could also be plot holes,etc).

What about balance? Most sequences include no more than five characters (exceptions for the really important ones, also 5 is an arbitrary number), but which five characters can vary depending on what you're doing plotwise. Maybe Draco doesn't have that much to say about the dwarven city, but he might have some comments when in the elven lands or stuff dealing with fire. Maybe Apolo speaks up when discussing history, human settlements, or when he wants to get on Myrth's nerves, but likewise doesn't have much to contribute during the dwarven area.



I kind of feel like the writers are obligated to include all the characters all the time plotwise, when perhaps spacing out appearances would help. The non-leader characters each get roughly even showtime in X scenes, but not all necessarily at the same times, and sometimes in different combinations to keep it interesting.

It already works like that in Loren 2, while the main characters take the decisions, depending on the situation the most appropriate one speaks (like Selith when there's to infiltrate an enemy camp site for example).

I don't know, I actually did keep everyone relevant and tried to rotate compositions not based on what was optimal but what would fit the story. And even then it got kind of tedious. It's cool for the first few characters - your main characters and primary combat players - but when it comes time to figure out if you want to upgrade the fourth mage versus the fifth thief...it doesn't really matter all that much anymore.

Yes it's like that in all RPGs, I don't like it much personally, while some other players might like that. That's why I pushed for the auto-assign button :)

It sounds like equipment is simpler in Loren 2, but you still have a lot of attributes to assign, and the auto-picker honestly hasn't been very good thus far.

Equipment will have 3 slots, though you'll be able to use socketing to have different effects. Auto-picker in previous games was based on archetype, so assigning strength to warriors, skill to thief and so on. I think worked fine honestly?

Attributes/skill is still in the early stages of design anyway, but for sure if you want to have total control you need to manually do it.
P_Tigras
Personally I like larger parties. The more interaction there is, the more alive the world feels. And if one or two party members annoy you, you're not stuck with them as your main interlocutors for the entire game. Finally, unless I find someone annoying, I don't like leaving anyone behind in camp as I consider that unrealistic, and leveling up and equipping characters who aren't in the main team is a bit of a pain since it requires grinding.



As for making one-time decisions that determine party composition, that's fine and all in theory, but every such fork increases the overhead, and thus the writing time, significantly. And these sorts of decisions add up in a way that make carrying them over into a sequel all but impossible. Bioware's Dragon Age series is riddled with annoying little inconsistencies as a result, and this despite the fact that they gave up and went with an entirely new protagonist for each installment of the series in an effort to minimize the workload of old variables they needed to carry over and integrate into the stories of newer installments.
Miakoda

As for making one-time decisions that determine party composition, that's fine and all in theory, but every such fork increases the overhead, and thus the writing time, significantly. And these sorts of decisions add up in a way that make carrying them over into a sequel all but impossible. Bioware's Dragon Age series is riddled with annoying little inconsistencies as a result,


And something some people forget is that for indie games, it tends to be just one writer like with Winter Wolves stuff whereas larger companies like BioWare have whole teams to crank out dialogue.
P_Tigras
Yep, Bioware has a far larger budget and a lot more people to commit to each project, yet even they struggle with the complexity of all the choices they make available in the game. Expecting a small indie company like Winter Wolves to pull off a similar level of choice, and thus complexity, just isn't feasible.
jack1974
I'm reviving this old thread, because I just discovered how the Fire Emblem's "Support" System works :)

(I don't own a 3DS so I haven't played those games, but I read an article on Gamasutra).



I think it's cool and would work well on a game like Loren 2 but also PS2, and would force people to use the other characters more. For those unfamiliar with it, this is the article I read:

http://www.gamasutra.com/blogs/ZackWood/20141229/233315/Love_on_the_Battlefield_Fire_Emblems_quotSupportquot_System.php
Exizel
So the reason you told me in the past that something like the support system was to much work was because you didn't know how it works :-P



Edit:it looks like the article doesn't talk about the S rank from the 3DS game where the characters become a couple after A rank.

Edit 2:I'm surprise that he/she knows Geneology of the Holy War.
jack1974
Or maybe was during one of my "burnout periods" :lol: when even just thinking about new features gives me a headache!
Exizel
Maybe, one things I know is that people loves shipping their characters together so idea to do something like support isn't bad
kadakithis
in SotW I had more trouble with being only able to talk to 2 people. I generally like smaller parties because that leaves more room for characterization, so was surprised that was the game that limited character interaction the most.



I guess 6 people could work if they were all romanceable? 6 chracters allow for 2 options across the board, while still a little leeway?



Personally I agree that sometimes, especially in PS:CD, the amount of jokes and tangents in every single plot scene was a bit suspension of belief. I like the idea that 4 at most, except in important choices where most would have an opinion. But for me thats just a little thing, I really don't mind much at all and dont think (for me!) its something you need to put extra effort. They are good games.