{"id":940,"date":"2021-04-02T01:25:56","date_gmt":"2021-04-02T01:25:56","guid":{"rendered":"http:\/\/blogs.uww.edu\/artofmakai\/?p=940"},"modified":"2021-04-09T20:53:40","modified_gmt":"2021-04-09T20:53:40","slug":"deep-graves-a-proper-introduction-to-my-game","status":"publish","type":"post","link":"https:\/\/blogs.uww.edu\/artofmakai\/2021\/04\/02\/deep-graves-a-proper-introduction-to-my-game\/","title":{"rendered":"DEEP GRAVES; A Proper Introduction to My Game"},"content":{"rendered":"\n<p><em>Deep Graves<\/em> (which I sometimes write as <em>DEEP GRAVES<\/em>), is the working title of my <em>RPG Maker 2003<\/em> game, which I&#8217;ve been developing for about a year, now. <br>This post will serve as a proper introduction to the project, since my <a href=\"https:\/\/blogs.uww.edu\/artofmakai\/2021\/03\/25\/rpg-maker-2003-and-my-inspirations-as-a-game-developer\/\">previous post<\/a> was more of a general introduction to the engine I&#8217;m using (<em><a rel=\"noreferrer noopener\" href=\"https:\/\/en.wikipedia.org\/wiki\/RPG_Maker_2003\" target=\"_blank\">RPG Maker 2003<\/a><\/em>). <br><br><strong>Please note that <em>everything <\/em>in this post is subject to change.<\/strong> All things considered, I&#8217;m still in the early stages of development, and this is a very chaotic time for development.<br>Story elements, visual elements, and level design, all change frequently, suddenly, and drastically.<\/p>\n\n\n\n<!--more-->\n\n\n\n<h2 class=\"wp-block-heading\">General Introductions<\/h2>\n\n\n\n<p>If, somehow, you&#8217;re already interested in following the release of my game, and don&#8217;t need to be convinced by this post, here is a link to <a rel=\"noreferrer noopener\" href=\"https:\/\/rpgmaker.net\/users\/Squeegee_McGee\/\" target=\"_blank\">my rpgmaker.net profile<\/a>.<br>You can expect to see the game uploaded there (for free) once it&#8217;s complete.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">The Name<\/h3>\n\n\n\n<p>Like I said at the start of this post, &#8220;<strong><em>Deep Graves<\/em><\/strong>&#8221; is the working title for my game.<br>Structurally, the name was inspired by the paired monosyllabic arrangement of the words &#8220;<strong><em><a href=\"https:\/\/en.wikipedia.org\/wiki\/Dark_Souls\" target=\"_blank\" rel=\"noreferrer noopener\">Dark Souls<\/a><\/em><\/strong>,&#8221; a video game series that has been a consistent source of inspiration throughout my artistic journey &#8211; <em>especially<\/em> as a game developer.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Original Game Concept<\/h3>\n\n\n\n<p>Initially, the title was based upon my original game concept, which followed the journey of a &#8220;<strong>Grave Digger<\/strong>,&#8221; as they traversed a set of catacombs whose depth was ever increasing. Hence, they traveled through &#8220;Deep Graves.&#8221;<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"768\" src=\"http:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_statusScreen-1024x768.png\" alt=\"\" class=\"wp-image-980\" srcset=\"https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_statusScreen-1024x768.png 1024w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_statusScreen-300x225.png 300w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_statusScreen-768x576.png 768w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_statusScreen-600x450.png 600w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_statusScreen-945x709.png 945w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_statusScreen.png 1440w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure><\/div>\n\n\n\n<p style=\"font-size:12px\" class=\"has-text-align-center\"><em>a screenshot of the <strong>Gravedigger<\/strong>&#8216;s status screen.<br>the Gravedigger is one of the playable characters in <\/em>Deep Graves<em>, and serves as the main character of the game.<\/em><\/p>\n\n\n\n<p>Although elements of this original concept have persisted throughout the development process &#8211; namely the <strong>Gravedigger<\/strong>, who remains the main character &#8211; very few of these design elements are present in the game&#8217;s current state.<br>The title, for example, is much less <em>literal<\/em>, now.<\/p>\n\n\n\n<p>Simply put, I came to realize that designing underground environments was creatively restricting. To be fair, there&#8217;s a lot you can do with <a rel=\"noreferrer noopener\" href=\"https:\/\/store.steampowered.com\/app\/1700\/Arx_Fatalis\/\" target=\"_blank\">underground environments<\/a> if you&#8217;re creative enough, but I found that crafting an interesting atmosphere was more effort than it was worth.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">The Story<\/h3>\n\n\n\n<p>This is, quite frankly, not an area of the game I can discuss in-depth. There&#8217;s a couple reasons for this.<br><br>For one, like I said in the introduction to this post, the game is still far from complete.<br>The <strong>lore<\/strong> (history, and events preceding the gameplay experience) and <strong>plot<\/strong> (the part of the game players will experience, i.e. the &#8216;storyline&#8217;) are far from complete, and much like other areas of the game&#8217;s design, subject to change.<br>I&#8217;m not especially comfortable talking about elements of the story which are incomplete. Much of this game&#8217;s story is also very personal to me, and I&#8217;m not ready to share it, just yet.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"808\" height=\"643\" src=\"https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_loreSS-1.png\" alt=\"\" class=\"wp-image-1006\" srcset=\"https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_loreSS-1.png 808w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_loreSS-1-300x239.png 300w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_loreSS-1-768x611.png 768w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_loreSS-1-600x477.png 600w\" sizes=\"auto, (max-width: 808px) 100vw, 808px\" \/><\/figure>\n\n\n\n<p style=\"font-size:12px\" class=\"has-text-align-center\"><em>a link to the full (3 page) excerpt shown here can be found at the bottom of this section<\/em><\/p>\n\n\n\n<p>The more important reason, however, is the fact that I want to avoid <em><strong>spoiling<\/strong><\/em> elements of my story before anyone has had a chance to play the game, and experience it themselves.<br>One of my design goals is to deliver my story <strong>through gameplay<\/strong>, so giving away important story elements would, aside from being anticlimactic, defeat the purpose of my game&#8217;s design.<\/p>\n\n\n\n<p>If you&#8217;re <strong><em>really<\/em><\/strong> that interested in reading some of what I&#8217;ve written, I&#8217;ve provided a link below to a Google Doc containing a very small portion of the foundational lore and worldbuilding elements.<\/p>\n\n\n\n<p style=\"font-size:20px\" class=\"has-text-align-center\">[ <strong><a href=\"https:\/\/docs.google.com\/document\/d\/15kZ-8CmFzaLyFi4jKwasMjZ2a3_NpT1fktvrlSg8i-U\/edit?usp=sharing\" target=\"_blank\" rel=\"noreferrer noopener\"><em>Deep Graves<\/em> Lore Excerpt<\/a><\/strong> ]<br><\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Engine and Genre<\/h3>\n\n\n\n<p>As discussed in my previous post, <em>Deep Graves<\/em> is a JRPG developed in <em><a href=\"https:\/\/en.wikipedia.org\/wiki\/RPG_Maker_2003\">RPG Maker 2003<\/a><\/em>.<br><br>Now, my use of the term JRPG may cause some confusion, since the acronym technically stands for &#8220;<strong>Japanese <\/strong>Role Playing Game.&#8221; As I&#8217;m sure most of you know by now, I am not Japanese.<br>To clarify, I use this term to describe <strong>traditional turn-based RPGs<\/strong>, visually comparable to the classic <em>Final Fantasy<\/em> games &#8211; generally <em>Final Fantasy 1 &#8211; 6<\/em>.<br>&#8220;Traditional&#8221; is relative to video games, in this case. In a broader scope, I&#8217;d argue that a true <em>traditional <\/em>RPG would be something like <em><a rel=\"noreferrer noopener\" href=\"https:\/\/en.wikipedia.org\/wiki\/Dungeons_%26_Dragons\" target=\"_blank\">Dungeons &amp; Dragons<\/a><\/em>.<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"484\" height=\"426\" src=\"http:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/ff6_battleScreen.png\" alt=\"\" class=\"wp-image-981\" srcset=\"https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/ff6_battleScreen.png 484w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/ff6_battleScreen-300x264.png 300w\" sizes=\"auto, (max-width: 484px) 100vw, 484px\" \/><\/figure><\/div>\n\n\n\n<p style=\"font-size:12px\" class=\"has-text-align-center\"><em>a screenshot of <\/em>Final Fantasy 6<em>&#8216;s battle screen<\/em> (<a href=\"https:\/\/lparchive.org\/Breaking-Final-Fantasy-VI\/Update%2008\/\" target=\"_blank\" rel=\"noreferrer noopener\">Final Fantasy VI<\/a>).<\/p>\n\n\n\n<p>This use of the JRPG acronym may not be perfectly accurate, but I find that &#8220;JRPG&#8221; is much easier on the eyes, and easier to say than &#8220;TBRPG,&#8221; which is an acronym that I&#8217;ve never seen used in conversation, and may be confused with &#8220;<strong>Text-Based<\/strong> RPG.&#8221;<br><br>Plus, <a rel=\"noreferrer noopener\" href=\"https:\/\/en.wikipedia.org\/wiki\/List_of_best-selling_Japanese_role-playing_game_franchises#:~:text=For%20the%20purpose%20of%20this,in%20JRPGs%20such%20as%3A%20anime%2F\" target=\"_blank\">I&#8217;m not the only person<\/a> who defines the JRPG genre so broadly.<br>For all intents and purposes, the term JRPG refers to turn-based role playing games whose gameplay styles could be considered comparable to classic, traditional RPG video games like <em><a rel=\"noreferrer noopener\" href=\"https:\/\/en.wikipedia.org\/wiki\/Dragon_Quest\" target=\"_blank\">Dragon Quest<\/a><\/em>, and the <em><a rel=\"noreferrer noopener\" href=\"https:\/\/en.wikipedia.org\/wiki\/Final_Fantasy\" target=\"_blank\">Final Fantasy<\/a><\/em> series.<br><\/p>\n\n\n\n<h2 class=\"wp-block-heading\">&#8220;JRPGs are Boring&#8221;<\/h2>\n\n\n\n<figure class=\"wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Dragon Quest XI (dunkview)\" width=\"676\" height=\"380\" src=\"https:\/\/www.youtube.com\/embed\/_tsFZ8F_qcY?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p style=\"font-size:12px\" class=\"has-text-align-center\"><em>the first 3 seconds of this videogamedunkey video says it all<\/em><\/p>\n\n\n\n<p>This is a relatively common sentiment among gamers, and it&#8217;s one that I actually agree with, in many cases.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">My Criticisms of the Genre<\/h3>\n\n\n\n<p>Unfortunately, many of the conventions of the JRPG genre have tainted perceptions of the genre as a whole. Like I said, I&#8217;ve my own criticisms of the genre, so I figured I&#8217;d briefly list a few of them here.<\/p>\n\n\n\n<h4 class=\"wp-block-heading\">&#8220;Tell, Don&#8217;t Show&#8221;<\/h4>\n\n\n\n<p>To be perfectly fair, this is not a problem unique to the JRPG genre. <br><br>That said, JRPGs often put a great deal of emphasis on dialogue, which, aside from being mind-numbingly boring in some cases, can lead to the mistake of <em>talking about<\/em> things, rather than <em>showing them<\/em> to the player through <strong><em>gameplay<\/em><\/strong>.<br>This can evolve into one of my most deadly &#8216;gaming sins,&#8217; something I (and many others) refer to as, &#8220;Win in the Fight, Lose in the Cutscene.&#8221;<\/p>\n\n\n\n<figure class=\"wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Xenoblade 2 : JRPG Chronicles\" width=\"676\" height=\"380\" src=\"https:\/\/www.youtube.com\/embed\/fiVZMxf4E2Q?start=122&#038;feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p style=\"font-size:12px\" class=\"has-text-align-center\"><em>as seen in this clip, videogamedunkey defeats <strong>M\u00f2rag<\/strong>, only for them to defeat his character in the cutscene after the boss fight<\/em>.<br><em>The same thing happens at<\/em> <strong>4:31<\/strong>.<\/p>\n\n\n\n<p>Obviously, this is the dumbest thing ever.<br>Again, this is not a problem unique to JRPGs, but it relates closely to the concept of &#8220;Tell, Don&#8217;t Show,&#8221; where, rather than <em>showing<\/em> you how tough a character is &#8211; by making their fight mechanically challenging and interesting &#8211; they opt to just talk about it, instead.<\/p>\n\n\n\n<h4 class=\"wp-block-heading\">Repetitive, Unsatisfying Gameplay<\/h4>\n\n\n\n<p>By virtue of their turn-based gameplay, JRPGs require a bit of patience.<br>That is, you must wait for your turn to finish once you&#8217;ve selected actions for your party members, and you must wait for the enemy&#8217;s turn to finish as well.<br>If your combat isn&#8217;t engaging, this can make battles monotonous at best, and agonizingly boring at worst.<br><br>It is for this reason that I&#8217;ve yet to finish <em>OFF<\/em>, a game I take a great deal of inspiration from. While I <em>love<\/em> the atmosphere, aesthetic, and visual design of <em>OFF<\/em> (along with its excellent <a rel=\"noreferrer noopener\" href=\"https:\/\/www.youtube.com\/playlist?list=PLU4ktq2pWONtSYFFHnFZPFfSXMF5Rw0fn\" target=\"_blank\">soundtrack<\/a>), I.. <strong><em>strongly dislike<\/em><\/strong> its combat.<\/p>\n\n\n\n<p>The combat of <em>OFF<\/em> isn&#8217;t satisfying, and while the visual design and dialogue of enemies is excellent, the battle animations themselves are fairly lackluster and rarely distinct from one another.<br>Many skills share the exact same animation, despite having different effects and damage values. This makes picking between them less interesting, since the (visual) result is the same, regardless of which skill you choose.<\/p>\n\n\n\n<figure class=\"wp-block-video aligncenter\"><video height=\"1080\" style=\"aspect-ratio: 1920 \/ 1080;\" width=\"1920\" controls src=\"http:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/offGameplay_skills.mp4\"><\/video><\/figure>\n\n\n\n<p style=\"font-size:12px\" class=\"has-text-align-center\"><em>in this clip, I use <strong>3<\/strong> different skills, with different damage types.<\/em><br><em>all of them use the same animation (including sound effects).<\/em><\/p>\n\n\n\n<p>This leads to attacks lacking impact, and fights massively overstaying their welcome.<br>Plus, unlike <em>Space Funeral<\/em>, where combat is rare and fights are very short, combat is a fairly prominent part of <em>OFF<\/em>&#8216;s gameplay loop &#8211; that is, you&#8217;ll be experiencing a lot of it.<\/p>\n\n\n\n<h4 class=\"wp-block-heading\">Unintuitive, Obtuse Design<\/h4>\n\n\n\n<p>However, <em>OFF<\/em>&#8216;s biggest problem, in my opinion, is its misuse of unique and novel character designs and elemental damage types.<br><br><em>OFF<\/em> is an unusual game, and this &#8216;weirdness&#8217; extends to the design of its combat. Enemies in <em>OFF<\/em> have strange, obtuse attack types and weaknesses. This includes damage types like <strong>Smoke<\/strong>, <strong>Plastic<\/strong>, <strong>Metal<\/strong>, and <strong>Meat<\/strong>.<br>On its own, I actually like this idea a lot. Most JRPGs use elements like <strong>Shock<\/strong>, <strong>Fire<\/strong>, <strong>Ice<\/strong>, etc. These are overused, in my opinion, so I appreciate <em>OFF<\/em>&#8216;s attempt to implement unique elements and damage types.<\/p>\n\n\n\n<figure class=\"wp-block-video aligncenter\"><video height=\"1080\" style=\"aspect-ratio: 1920 \/ 1080;\" width=\"1920\" controls src=\"http:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/offGameplay_weaknesses.mp4\"><\/video><\/figure>\n\n\n\n<p style=\"font-size:12px\" class=\"has-text-align-center\"><em>even with knowledge of <\/em>OFF<em>&#8216;s element types, I never would have been able to guess the weaknesses of these enemies, based on their appearance.<\/em><\/p>\n\n\n\n<p>However, these elements aren&#8217;t as intuitive as things like <em>electricity<\/em> and <em>fire<\/em>.<br>To make matters more confusing, <em>OFF<\/em>&#8216;s enemies lack a strong sense of visual consistency, in terms of their relationship to their weaknesses.<br><br>This makes it practically impossible to <strong>learn<\/strong> the weaknesses of each enemy type. In most cases, you&#8217;re forced to either commit them to memory, or guess.<br>Neither one of these options is very interesting, and it makes combat uninteresting.<br><br>Just to be perfectly clear, I <em><strong>really like <\/strong>OFF<\/em>. Still, I am not blinded to its flaws. It is a great game, but it is not perfect.<br>Try as I might, <strong>my game will not be perfect either<\/strong>.<br><\/p>\n\n\n\n<h2 class=\"wp-block-heading\">My Game Design Goals<\/h2>\n\n\n\n<p>I have other critiques of the JRPG genre, but if I discuss all of them in-depth, I&#8217;ll be here all day &#8211; so let&#8217;s move on.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Attempting to Innovate<\/h3>\n\n\n\n<p>There are a <em>LOT<\/em> of really great games made in RPG Maker. <em><a rel=\"noreferrer noopener\" href=\"https:\/\/en.wikipedia.org\/wiki\/Off_(video_game)\" target=\"_blank\">OFF<\/a><\/em>, <em><a rel=\"noreferrer noopener\" href=\"https:\/\/en.wikipedia.org\/wiki\/Space_Funeral\" target=\"_blank\">Space Funeral<\/a><\/em>, <em><a rel=\"noreferrer noopener\" href=\"https:\/\/en.wikipedia.org\/wiki\/Lisa:_The_Painful\" target=\"_blank\">Lisa: The Painful<\/a><\/em>, <em><a rel=\"noreferrer noopener\" href=\"https:\/\/en.wikipedia.org\/wiki\/OneShot\" target=\"_blank\">OneShot<\/a><\/em>, <em><a rel=\"noreferrer noopener\" href=\"https:\/\/en.wikipedia.org\/wiki\/Yume_Nikki\" target=\"_blank\">Yume Nikki<\/a><\/em>, and many more. The RPG Maker community is still very active, and full of creative developers.<br><br>However, all of the games I&#8217;ve highlighted above focus primarily, or <em>entirely<\/em> on <strong>exploration<\/strong> and <strong>puzzle-solving<\/strong> as their primary mechanics.<br>Of course, there&#8217;s nothing wrong with that. All of the games listed above are great, and well worth playing.<br>But, like I said in my previous post, I love JRPGs, and much like <strong><a rel=\"noreferrer noopener\" href=\"https:\/\/en.wikipedia.org\/wiki\/Space_Funeral\" target=\"_blank\">thecatamites<\/a><\/strong>, I feel as though it&#8217;s a relatively unexplored genre, creatively speaking.<br><br>Generally, if an RPG Maker game focuses heavily on combat, it will probably be somewhat comparable to <em>Final Fantasy<\/em>, and will often utilize many of the conventions and design elements of a traditional, <a rel=\"noreferrer noopener\" href=\"https:\/\/en.wikipedia.org\/wiki\/High_fantasy\" target=\"_blank\">high-fantasy<\/a> RPG game.<br>With that in mind, I wanted to try and tap into something unique with my game &#8211; a JRPG with a unique setting, appealing visuals, dynamic battle animations, and (perhaps most importantly) <strong><em>interesting combat<\/em><\/strong>.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Interesting, Exciting Combat<\/h3>\n\n\n\n<p>Taking inspiration from <strong><a rel=\"noreferrer noopener\" href=\"https:\/\/www.youtube.com\/channel\/UCrPKbZftCaa_5njbOofPvPQ\" target=\"_blank\">ranmaster27<\/a><\/strong>, whose work I highlighted in my <a rel=\"noreferrer noopener\" href=\"https:\/\/blogs.uww.edu\/artofmakai\/2021\/03\/25\/rpg-maker-2003-and-my-inspirations-as-a-game-developer\/\" target=\"_blank\">previous post<\/a>, I want to make the combat of <em>Deep Graves<\/em> visually stimulating, and mechanically rewarding.<\/p>\n\n\n\n<figure class=\"wp-block-video aligncenter\"><video height=\"1080\" style=\"aspect-ratio: 1920 \/ 1080;\" width=\"1920\" controls src=\"http:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_combatDemo.mp4\"><\/video><\/figure>\n\n\n\n<p style=\"font-size:12px\" class=\"has-text-align-center\"><em>keep in mind that these animations are subject to change.<br>I&#8217;m planning on redoing them eventually.<\/em><\/p>\n\n\n\n<p>Part of making combat stimulating and rewarding requires maintaining the player&#8217;s interest and attention. This will be done in part through battle animations, and (perhaps most importantly) <strong><em>challenge<\/em><\/strong>.<br>By making its combat difficult, <em>Deep Graves<\/em> should <strong>demand<\/strong> the player&#8217;s attention &#8211; since the consequence of losing interest will be defeat.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Non-Traditional Designs<\/h3>\n\n\n\n<p>Taking inspiration from <em>Space Funeral<\/em> and <em>OFF<\/em>, I&#8217;d like to break some of the typical character and enemy design conventions of the JRPG genre.<br>I love <em>Final Fantasy<\/em>, but I think <strong><a rel=\"noreferrer noopener\" href=\"https:\/\/en.wikipedia.org\/wiki\/Space_Funeral\" target=\"_blank\">thecatamites<\/a><\/strong> was right to criticize the restrictive nature of the <a href=\"https:\/\/en.wikipedia.org\/wiki\/High_fantasy\" target=\"_blank\" rel=\"noreferrer noopener\">high-fantasy<\/a> setting.<br><br>In combat, I plan on implementing similarly unusual attack types and weaknesses, but with an important caveat &#8211; <strong>I intend to make these weaknesses intuitive<\/strong>.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Intuitive Design<\/h3>\n\n\n\n<p>By introducing enemy types, along with their strengths\/weaknesses <strong>gradually<\/strong>, I&#8217;ll (hopefully) avoid overwhelming players with new information.<br>Instead, players will gradually learn the rules of <em>Deep Graves<\/em> through experience, and use their intuition to succeed in combat. <\/p>\n\n\n\n<figure class=\"wp-block-gallery aligncenter columns-2 is-cropped wp-block-gallery-1 is-layout-flex wp-block-gallery-is-layout-flex\"><ul class=\"blocks-gallery-grid\"><li class=\"blocks-gallery-item\"><figure><a href=\"http:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_fieldAssessment1.png\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"768\" src=\"https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_fieldAssessment1-1024x768.png\" alt=\"\" data-id=\"997\" data-full-url=\"http:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_fieldAssessment1.png\" data-link=\"http:\/\/blogs.uww.edu\/artofmakai\/?attachment_id=997\" class=\"wp-image-997\" srcset=\"https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_fieldAssessment1-1024x768.png 1024w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_fieldAssessment1-300x225.png 300w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_fieldAssessment1-768x576.png 768w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_fieldAssessment1-600x450.png 600w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_fieldAssessment1-945x709.png 945w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_fieldAssessment1.png 1440w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/a><\/figure><\/li><li class=\"blocks-gallery-item\"><figure><a href=\"http:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_fieldAssessment2.png\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"768\" src=\"https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_fieldAssessment2-1024x768.png\" alt=\"\" data-id=\"998\" data-full-url=\"http:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_fieldAssessment2.png\" data-link=\"http:\/\/blogs.uww.edu\/artofmakai\/?attachment_id=998\" class=\"wp-image-998\" srcset=\"https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_fieldAssessment2-1024x768.png 1024w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_fieldAssessment2-300x225.png 300w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_fieldAssessment2-768x576.png 768w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_fieldAssessment2-600x450.png 600w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_fieldAssessment2-945x709.png 945w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_fieldAssessment2.png 1440w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/a><\/figure><\/li><\/ul><\/figure>\n\n\n\n<p style=\"font-size:12px\" class=\"has-text-align-center\"><em>as suggested by its name, this Slime enemy is made of &#8220;the Source,&#8221; a golden liquid found throughout <\/em>Deep Graves<em>.<br>because of this, it is resistant to attacks of the Source <strong>element<\/strong>.<\/em><\/p>\n\n\n\n<p>In order to make enemy strengths and weaknesses intuitive, I plan on creating consistent visual designs throughout each area.<br>Enemies in different areas will appear visually <em>distinct<\/em> from one another. Using their knowledge of an enemy&#8217;s origin, players should be able to determine its strengths and weaknesses.<\/p>\n\n\n\n<p>As seen in the above screenshot, I will also be implementing a &#8216;scanning&#8217; ability unique to the <strong>Gravedigger<\/strong> character, a la <em>OFF<\/em>&#8216;s &#8220;Wide Angle&#8221; ability. This will allow players to scan and receive information about the enemies they&#8217;re fighting &#8211; at the cost of a turn.<br>If done correctly, the choice of scanning should come with its own risks and reward. Do you spend a turn scanning for more certain weaknesses, or use your intuition to make an educated guess?<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Delivering Story through Gameplay<\/h3>\n\n\n\n<p>I take a great deal of inspiration from <em><a rel=\"noreferrer noopener\" href=\"https:\/\/en.wikipedia.org\/wiki\/Hyper_Light_Drifter\" target=\"_blank\">Hyper Light Drifter<\/a><\/em> and the <em><a rel=\"noreferrer noopener\" href=\"https:\/\/en.wikipedia.org\/wiki\/Souls_(series)\" target=\"_blank\">Soulsborne<\/a><\/em> series in this department.<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"768\" src=\"http:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_BloodKingdom-1024x768.png\" alt=\"\" class=\"wp-image-983\" srcset=\"https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_BloodKingdom-1024x768.png 1024w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_BloodKingdom-300x225.png 300w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_BloodKingdom-768x576.png 768w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_BloodKingdom-600x450.png 600w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_BloodKingdom-945x709.png 945w, https:\/\/blogs.uww.edu\/artofmakai\/files\/2021\/04\/deepGraves_BloodKingdom.png 1440w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure><\/div>\n\n\n\n<p style=\"font-size:12px\" class=\"has-text-align-center\"><em>what do the environment and decorations outside of a home tell you about the people that once lived there?<\/em><br><em>how can the story be delivered through the <strong>visuals<\/strong> of a game?<\/em><\/p>\n\n\n\n<p>Video games are an artistic medium with the unique opportunity to deliver aspects of their world and story through <strong>gameplay<\/strong>.<br>Despite this, many games (mostly <a rel=\"noreferrer noopener\" href=\"https:\/\/en.wikipedia.org\/wiki\/AAA_(video_game_industry)\" target=\"_blank\">AAA titles<\/a>, in my experience) relegate these elements exclusively to dialogue and cutscenes.<br>In my opinion, this is lazy.<\/p>\n\n\n\n<p>With that in mind, I hope to keep dialogue relatively sparse and esoteric, to encourage interpretation, and keep players guessing.<br>I&#8217;ll also try to avoid overwhelming players with walls of dialogue, and make most of it optional. If players want to learn more about the world, they can. If not, they can avoid these extra conversations.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Conclusions<\/h2>\n\n\n\n<p>I love the JRPG genre, but I think its conventions are overused, and its potential is somewhat unexplored.<br>Through <em>Deep Graves<\/em>, I hope to craft an immersive experience that rewards player intuition with visually stimulating, carefully designed combat, and a unique world to explore.<br><br>I hope to complete this project before (or shortly after) I graduate from college, and I plan on releasing <em>Deep Graves<\/em> for free once it&#8217;s finished.<br>Here&#8217;s another link to <a rel=\"noreferrer noopener\" href=\"https:\/\/rpgmaker.net\/users\/Squeegee_McGee\/\" target=\"_blank\">my rpgmaker.net profile<\/a>, where you can expect to find the game, once it&#8217;s complete.<br><br>And as always, thanks for reading.<br><\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Sources<\/h2>\n\n\n\n<ol class=\"wp-block-list\"><li><em>Final Fantasy VI: Sketch Glitch<\/em>. (2011, September 23). [Screenshot]. LP Archive. <a href=\"https:\/\/lparchive.org\/Breaking-Final-Fantasy-VI\/Update%2008\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/lparchive.org\/Breaking-Final-Fantasy-VI\/Update%2008<\/a><\/li><li>videogamedunkey. (2017, December 14). <em>Xenoblade 2 : JRPG Chronicles<\/em> [Video]. YouTube. <a href=\"https:\/\/www.youtube.com\/watch?v=fiVZMxf4E2Q&amp;feature=youtu.be\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/www.youtube.com\/watch?v=fiVZMxf4E2Q&amp;feature=youtu.be<\/a><\/li><\/ol>\n\n\n\n<h4 class=\"wp-block-heading\"><br><strong><em>Disclaimer<\/em><\/strong><\/h4>\n\n\n\n<p class=\"has-small-font-size\">All information in these posts is my own words, unless explicitly stated otherwise. None of this information is quoted, nor paraphrased, unless explicitly stated otherwise. Any similarities between my own words, and the informative sources\/hyperlinks provided is <strong>purely coincidental<\/strong>, unless explicitly stated otherwise.<br>In any case where I am using someone else&#8217;s words (or imagery), the source will be cited internally, with a link to that source provided either within the internal citation, at the end of the post under &#8220;<strong>Sources<\/strong>,&#8221; or both.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Deep Graves (which I sometimes write as DEEP GRAVES), is the working title of my RPG Maker 2003 game, which I&#8217;ve been developing for about a year, now. This post will serve as a proper introduction to the project, since&#8230; <a class=\"more-link\" href=\"https:\/\/blogs.uww.edu\/artofmakai\/2021\/04\/02\/deep-graves-a-proper-introduction-to-my-game\/\">Continue Reading &rarr;<\/a><\/p>\n","protected":false},"author":8356,"featured_media":974,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"footnotes":""},"categories":[1462730,1463024,1463715],"tags":[1470107,1470119,170082,1470111,745275,1470120,1470122,1470118,1470121],"class_list":["post-940","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-design-and-development","category-makais-game-development","category-other-game-developers","tag-art","tag-deep-graves","tag-game-design","tag-game-development","tag-jrpg","tag-off","tag-ranmaster27","tag-rpg-maker-2003","tag-space-funeral"],"_links":{"self":[{"href":"https:\/\/blogs.uww.edu\/artofmakai\/wp-json\/wp\/v2\/posts\/940","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blogs.uww.edu\/artofmakai\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blogs.uww.edu\/artofmakai\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blogs.uww.edu\/artofmakai\/wp-json\/wp\/v2\/users\/8356"}],"replies":[{"embeddable":true,"href":"https:\/\/blogs.uww.edu\/artofmakai\/wp-json\/wp\/v2\/comments?post=940"}],"version-history":[{"count":53,"href":"https:\/\/blogs.uww.edu\/artofmakai\/wp-json\/wp\/v2\/posts\/940\/revisions"}],"predecessor-version":[{"id":1085,"href":"https:\/\/blogs.uww.edu\/artofmakai\/wp-json\/wp\/v2\/posts\/940\/revisions\/1085"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/blogs.uww.edu\/artofmakai\/wp-json\/wp\/v2\/media\/974"}],"wp:attachment":[{"href":"https:\/\/blogs.uww.edu\/artofmakai\/wp-json\/wp\/v2\/media?parent=940"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blogs.uww.edu\/artofmakai\/wp-json\/wp\/v2\/categories?post=940"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blogs.uww.edu\/artofmakai\/wp-json\/wp\/v2\/tags?post=940"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}