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PixelMage

Running a Survey for my first RPG project -Update-

Question

Hello, all!

 

I've been contemplating making my own RPG for some time now, and have, on numerous occasions made "playable" versions. However, I can never pan down anything as to stick with it, and work it out, so I'm constantly changing ideas, and reworking things, which is why I've started to run a survey to learn what others would prefer in an RPG game, and how I can adapt that to my project.

 

-EDIT-

 

The survey is now comprised of 12 multi-part questions, that are sorted for easy access. Each option is seperated by a Capitalized: "OR".

 

The survey is as follows:

1. Playable Characters

Small cast (4~8) OR large cast (12~30)

Unique abilities OR shared abilities

Same amount of abilities OR varied amount of abilities

 

2. Customization

Customize everything (equipment, party orientation) OR just equipment

Customize character jobs OR jobs are preset

Characters build stats by leveling up OR stats are preset, but augmentable

 

3. Equipment

Lots of variety in equipment OR just their basic effects (STR, DEF, etc.)

Character's have their own equipment sets OR everyone can equip everything

Each character has their own "Ultimate" weapon OR "Ultimate" weapons can be equipped by anyone

 

4. Abilities

Success Rate is not guaranteed 100% OR success rate is always 100% (except for immunity and status ailments)

Power of abilities is preset OR power of abilities relies solely on user's prowess

There is only one of each type of spell OR there are multiple tiers of certain spells

 

5. Items

Items in treasure chests are always unique OR items in treasure chests can be found later in the game as well

Items are only used for restoring HP/MP and removing status effects OR items can mimic character abilities

Items that are stolen can range from equipment to money OR items that are stolen are best suited for selling for profit

 

6. Villains

There are many different central villains OR there is only one central villain

Villains are mysterious and their goals aren't explained OR villains have backstories and their goals are explained

 

7. Gameplay

The game will take 20 hours to beat OR the game will take 40 hours to beat

The story progression is linear OR the story can be progressed by many different paths

Each character must attain their own goal OR all characters strive for the same goal

Vehicles are seperate maps for immediate arrival to destinations OR Vehicles are maneuverable by the player

Saving can only take place in non-hostile areas OR saving can take place at any time (outside of battles and events)

 

8. Component Variety

There are many different status effects OR there are only a few status effects

Elements can be applied to weapons, enemies and magic OR elements can only be applied to magic

 

9. Map Exploration

World map OR interlocking semi-linear maps

Large with lots to explore OR small and straightforward

 

10. Towns

All towns are worth visiting, even if they don't progress the story OR only story-specific towns are worth visiting

Shops are isolated only to towns OR shops can appear in towns, but there may also be travelling merchants as well

 

11. Battle

Sideview battles OR directview battles

Characters build up gauges OR preset their moves at the beginning of a turn

Few monsters in battle (3~4) OR lots of monsters in battle (6~8)

Monsters are placed anywhere OR in equal rows and columns

Additional screen display for stat growth after battle OR message overlays describing earnings

Battles have backgrounds OR battles displayed over in-game maps

 

12. Monsters

Lots of different monsters (100~200+) OR very few different monsters (maximum of 50)

Each monster is asthetically different OR monsters can feature palette swaps

Enemies leave behind items, weapons, armor and experience points OR monsters leave just experience points

Monsters drop money when defeated OR monsters drop items that are best suited for selling

Monsters are randomly encountered OR monsters appear on maps and can be avoided

Monsters only "flash" when attacking, and dissolve when defeated OR monsters will animate just like playable characters

 

To reply to the survey, simply list numbers from 1 to 12 (with your freedom to ignore or not answer certain questions, or certain segments of certain questions if you desire) and state which option you like better for each question: Option A or Option B.

 

An Example:

 

0. Which do you prefer:

Apples OR Oranges

 

To answer, simply state:

0. B

 

And for questions with multiple segments:

 

0. Which do you prefer:

Apples OR Oranges

Bananas OR Carrots

 

Simply state:

0. B B

 

You are also free to simply copy and paste the entire survey in your reply, with the option from each question that you don't like, removed from your reply:

 

An Example:

 

0. Which do you prefer:

Apples OR Oranges

 

To answer, simply state:

0. Oranges

 

Again for questions with multiple segments:

 

0. Which do you prefer:

Apples OR Oranges

Bananas OR Carrots

 

Simply state:

0. Oranges, Carrots

 

If you have any questions regarding any of the questions on the list, I'd be more than happy to provide examples or explainations in regards to your questions.

 

Big thanks to all who participate!

 

-Update-

For those of you that are still interested in taking the survey or a currently taking it, I've set a deadline for February 28th. After that date, I will no long accept any surveys, so if you have completed any part of the survey, and you don't think that you'll be able to make the deadline, please turn in whatever results you have. Any results are better for me than no results. Thank you again, for all who participate.

Edited by PixelMage

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5 answers to this question

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If this were shorter, and more organized, I would take this.

 

Hmmm... Yes, you're not the first to say that. I guess I'll slightly revamp it. Maybe 25 questions, instead.

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The survey is as follows:

1. Exploration

A world map.

 

2. Playable Cast

a large playable cast (12~30 characters).

 

3. Character Abilities (Uniqueness)

All Characters have unique abilities.

 

4. Character Abilities (Types)

Abilities have lots of variety.

 

5. Battle View

Monsters and playable characters face eachother.

 

6. Battle Flow

Characters build up gauges and then act.

 

7. Customization

Just about everything, from party orientation, to equipment.

 

8. Job Customization

The player is free to dictate each playable character's jobs.

 

9. Dungeons

Straightforward, but challenging

 

10. Status Variety

Lots of different status ailments and enhancements.

 

11. Equipment

Lots of variety in weapons, armor and accessories.

 

12. Character Equipment

each character can equip everything.

 

13. Elements

Can be applied to enemy types and weapons as well.

 

14. Monster Maximum

Monsters appear in small groups (3~4 individuals).

 

 

15. Monster Variety

Lots of different monsters (100~200+ enemies).

 

16. Monster Uniqueness

Each and every monster appears different asthetically.

 

17. Gametime

the game will take around 40 hours to beat.

 

18. Story

is lax and allows the player multiple choices for progression.

 

19. Job Reality

some are "real", but most are fantasy-esq.

 

20. Player Party

is comprised of 4 playable characters.

 

21. Monster Placement

Monsters appear on any part of the screen (where applicable).

 

22. Character Goals

Each playable character has their own goal to achieve.

 

23. Villain Numbers

there is only one central villain.

 

24. Villain Relatability

Villains are mysterious and their goals aren't thoroughly explained.

 

25. Battle Music

many present for different types of battles.

 

26. After Battle Information

messages overlaying the battle describing what is earned are displayed.

 

27. Locales

There are lots of different locales traversed by the characters.

 

28. Towns and Villages

Are all unique in some aspect and will entice players to return frequently.

 

29. Stat Building

Characters build stats as they level up.

 

30. Enemy Encounters

Monsters are encountered randomly while traversing on world maps and walk around in-game maps and are avoidable.(Edited a little. Both is a good idea. :) )

If you need more info please ask.

 

31. Enemy Drops

Enemies leave behind usable items, weapons and armor in addition to experience points.

 

32. Money Acquisition

monsters drop items that are preferably sold for money. Having each shop buy items at different prices and only buy certain items would be awesome.

EX: weapon shops only buy weapons and armor. EX: Item shops only buy potions, and other items.

 

33. Monster Sizes

monsters can range wildly in size.

 

34. Map Size

In-game maps are large with plenty to explore and kind of straight forward. Dont want to stay on 1 map for hours and get lost.

 

35. Items

Are only for restoring HP/MP and removing status ailments and can be used for mimicing character abilities and spells.(once again all would be a good idea)

 

36. Ultimate Weapons

there are "Ultimate" weapons of each type, but anyone can equip them.

 

37. Item Theft

Items that are stolen can range from usable items, to equipment, and even money.

 

38. Transportation

Vehicles are represented by seperate maps that allow for immediate arrival to destinations.

 

39. Shops

Are isolated to non-hostile areas, such as inside towns and villages and are represented by travelling merchants that "follow" the player throughout their quest.(both would be a good idea(FF 10 did it))

 

40. Saving

Saving can only take place at save points and on the world map.

 

41. Animations

Each spell, status effect and attack has its own animation.(i dont like to see the same animation over and over)

 

42. Character Animations

Playable characters have their own unique animations for performing actions.

 

43. Monster Animations

all monsters animate and will run towards the character they are attacking.

 

44. Battle Backgrounds

Battles feature fully-colored backgrounds.(Animated ones would be neat)

 

45. Monster Deaths

monsters leave behind bodies when they die during battle.(and the enemy can revive them)

 

46. Treasure Chests

Always feature unique items that cannot be obtained anywhere else and feature items that may be featured in shops much later in the game.(both good ideas)

 

47. Success Rate

Is not always guaranteed for attacks or spells (with like an average of 85% success).

 

48. Spell Power

is completely dependent on the user's stats, and is therefore useless to the unskilled.

 

49. Spell Tiers

certain spells may have multiple tiers that do progressively more damage or have greater accuracy as the tier gets higher.

 

50. Ability Amount

characters with more useful abilities have less, and those with less useful abilities will have more abilities overall.

 

 

Very nice survey. I left a few comments here and there to express my liking.

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The majority of these are highly dependent on the type of game being made, but I'll give it a go.

 

 

1. A world map OR a series of semi-linear interlocking maps.

depends on how hard you work on the interlocking maps (if theyre good enough, yes)

 

2. Playable Cast

small

 

3. Character Abilities (Uniqueness)

All Characters have unique abilities

 

4. Character Abilities (Types)

maybe a bit of a balance between the two

 

5. Battle View

no real preference

 

6. Battle Flow

preset at the beginning of a turn.

 

7. Customization

definitely party orientation, maybe equipment depending on what you mean by customization

 

8. Job Customization

a mix of the two (fixed job trees)

 

9. Dungeons

a mix

 

10. Status Variety

only basic status ailments and enhancements.

 

11. Equipment

mostly basic types with a few unique ones

 

12. Character Equipment

a mix (free choice but with obvious restrictions

 

13. Elements

just to magic (ie. Fire, Water, Earth, Wind). (unless its an enchanted item for example)

 

14. Monster Maximum

Monsters appear in small groups (3~4 individuals)

 

15. Monster Variety

Lots of different monsters (100~200+ enemies)

 

16. Monster Uniqueness

maybe a few monsters just being pallet swaps, but the majority original

 

17. Gametime

The game will take around 20 hours to beat

 

18. Story

a bit of a mix

 

19. Job Reality

not sure

 

20. Player Party

3 (chrono trigger :alright: )

 

21. Monster Placement

not sure

 

22. Character Goals

a mix

 

23. Villain Numbers

one main villain (creates an obvious goal) but more villains possibly aligned with the main (or one or two that arent)

 

24. Villain Relatability

villains have backgrounds and their motives are explained in detail. (every villain has a motive)

 

25. Battle Music

Only a few present (Normal, Boss and Final Boss) (only if you happen to have some really good ones)

 

26. After Battle Information

messages overlaying the battle describing what is earned are displayed.

 

27. Locales

depends on storyline

 

28. Towns and Villages

a mix

 

29. Stat Building

not sure how the latter would work, but it sounds interesting

 

30. Enemy Encounters

monsters walk around in-game maps and are avoidable.

 

31. Enemy Drops

Enemies leave behind usable items, weapons and armor in addition to experience points

 

32. Money Acquisition

monsters drop items that are preferably sold for money. (unless its a type of monster that might have money (bandits for instance)

 

33. Monster Sizes

monsters can range wildly in size.

 

34. Map Size

In-game maps are large with plenty to explore

 

35. Items

can be used for mimicing character abilities and spells. (i very much like this idea)

 

36. Ultimate Weapons

there are "Ultimate" weapons of each type, but anyone can equip them.

 

37. Item Theft

Items that are stolen can range from usable items, to equipment, and even money

 

38. Transportation

Vehicles are represented by seperate maps that allow for immediate arrival to destinations

 

39. Shops

are represented by travelling merchants that "follow" the player throughout their quest.

 

40. Saving

Saving can only take place at save points and on the world map

 

41. Animations

spells, status effects and attacks can share the same animation sheets (for tier-based spells and the like)

 

42. Character Animations

Playable characters have their own unique animations for performing actions (if you can animate it)

 

43. Monster Animations

all monsters animate and will run towards the character they are attacking. (again, if you have the skill)

 

44. Battle Backgrounds

i prefer on map battles, but i dont think thats what you mean. so, Battles feature fully-colored backgrounds

 

45. Monster Deaths

Monsters dissolve and disappear from battle when defeated (i like this effect)

 

46. Treasure Chests

feature items that may be featured in shops much later in the game. (except special ones of course)

 

47. Success Rate

Is not always guaranteed for attacks or spells (with like an average of 85% success)

 

48. Spell Power

is completely dependent on the user's stats, and is therefore useless to the unskilled.

 

49. Spell Tiers

certain spells may have multiple tiers that do progressively more damage or have greater accuracy as the tier gets higher.

 

50. Ability Amount

characters with more useful abilities have less, and those with less useful abilities will have more abilities overall.

 

 

As I was going through the list I noticed a few mistakes where I had accidentally erased the opposite statement of what I meant. I'm sure there are more I didn't notice, so you might not want to take anything too seriously

Regardless of what anyone says or thinks, you should make it your own.

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Good stuff, all!

 

Thanks for the results!

 

Also some of the questions aren't completely thorough as they once were (I've actually re-written them several times before this), so some of them leave out some tidbits (can't remember them all, but they weren't too important).

 

Your suggestions will be noted, and are much appreciated.

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