Gw Temp


Tutorial - 'Adding Realism' by KISSDemon

An item about RPGMaker 2000 posted on


A bit more of an article like tutorial telling how to add realism.


People find it pretty cool in games when they find little suprises and secrets which aren't always to do with or directly linked to the main plot. For instance:
Say the hero (Let's call him Alex by default) talks to Brian. (Who is also a PC.) Brian could say something like:
"Hey Alex, I've gotta leave you for a moment, I'll see you in a while".
Brian would now go off to do whatever, and Alex (Who the player controls) would go and continue the story or quest by leaving the town, until they meet again.
But suppose Alex doesn't leave the town right away, and goes to another part of the town and sees Brian doing whatever he left to do (Talking to someone, sleeping etc...)
the player may not find this little suprise when first playing the game, but rather may be amused and entertained upon finding it out the next time around.
This is a little thing I know, but these small things really make a difference between another RM2K3 game, or one up there with the best. Not only does this create a replay value and prolong the playing time courtesy of the player looking for these little suprises, but it adds depth to the game, because in real life people don't just completely dissapear when they go off on a causual errand do they?
Adding Depth
Here are some pointers about adding depth to characters using the little "suprise" method.
1. Don't always have friends in the party CONSTANTLY,
real life friends don;t hang around you like some bad disease do they? to make things more realistic, how about making one of them leave the party on a night walk when staying at an inn, or leaving the party if they don't like the way you speak to some people (an argument).
2. Give the PC characters personalities of there own, don't just keep the hero in the spotlight, they're all in this together you know! how about letting some of the other PC's share an opinion with you when you are presented with a choice? (e.g. 200G to stay here, stay? "Yes","No"
Brian: Don't do it man, it's not a good offer)
3. When on a mini quest in the game, how about having the team split up and try and solve the quest on their own?
you could make it so that the first person to win out of your team (so you all benefit really) wins something only they can use, it will create a better reality knowing that it isn't a solo effort, that your friends also think and speak their mind.

No one person is the same. We are all different, this so should be the case with your PC's. Or even NPC's. Having everyone speak in the same way makes everyone seem automated, giving them different dialogue may also give hints as to the type of town you are in.
Also you can make certain characters fussy about the certain weapons they wish to use, no you don't need a CBS for this, it can be done using simple common events, which may be my next tutorial...
NPC's are VERY IMPORTANT in your game, giving them depth and personalities is important, or the game seems very stale. Do not just select random graphics and plonk them anywhere with midnless random movement. Everyone does something with their life, your NPC's should be no different. Allow them to interact with each other, visit people in their houses, and do jobs around the village or town. This draws the player in better and creates the atmosphere you want, based on the personalities the characters in your town have.

Adding little things like these is fun to the user, and adds more realism to your game, it should be noted that doing these things can be the thing that makes your stick up above the rest!
Later, (For now)