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17 items tagged with JRPG

How Do You Improve Turn Based Combat?

https://www.youtube.com/watch?v=ktogjiX3eI4

turn-based combat RPG JRPG Disgaea Persona 5 Paper Mario Pokemon Super Mario RPG Dragons Quest Fire Emblem cross-game analysis oil

Turn-based combat is often slow and grindy. How can you improve it? Speed up actions, intros, and attack animations; use quick-time events so attacking and defending are interactive; streamline menu navigation; integrate turn economy (add, cancel, speed up, and slow down turns); reward players with new moves, interesting tactical choices, and story bits between battles; make interesting, unique monsters; use fights sparingly; grant small rewards like skill-points.

What Makes a Good RPG Town?

https://www.youtube.com/watch?v=uXleufh2mY0

towns RPG JRPG cross-game analysis

What makes a great town? A check-point and safe space between danger; a health/resource refiller (if battles are about resource depletion); a break from intense combat with things like secrets, lore, or mini-games; a place to complete quests for rewards; hints about future dangers or optional quests; a source of environmental storytelling

The Complete Evolution of Ultimate Weapons

https://www.youtube.com/watch?v=6P56OH7RQy8

Final Fantasy Final Fantasy Evolutions JRPG cross-game analysis

A quick look at how ultimate weapons changed, starting with Final Fantasy 1 and up to Final Fantasy 15. Common themes, including trade-offs: ultimate vs. second-tier best, ultimate per character vs. ultimate per class type or category, ultimates with special effects, and ultimates that require powering up to reach their full potential.

Final Fantasy Evolutions: Blue Mage Job Class (Final Fantasy V - Final Fantasy XIV)

https://www.youtube.com/watch?v=Mvg7ta05BGk

Final Fantasy Final Fantasy Evolutions cross-game analysis JRPG

Final Fantasy 5 introduced the Blue Mage class. How did the design of this class change through to Final Fantasy 14? From aesthetics to mechanics. Blue magic is sometimes character or materia specific, and often shared with class members. Characters either need to win the battle, see the spell, or be hit by it. Often it's a utility class, and sometimes a special move; and sometimes, it erodes your soul.

Vagrant Story and its lessons for uninspired JRPG game design

https://www.gamedeveloper.com/design/vagrant-story-and-its-lessons-for-uninspired-jrpg-game-design

JRPG Vagrant Story oil

Many JRPGs, old and new, reuse mechanics out of tradition or nostalgia, despite them being poor game design (e.g. random encounters). We can innovate and make more fun games: include customization, remove unnecessary towns and areas, make unique areas, reward exploration, making battles meaningful, etc.

Guide to all the different Anti-Grind Mechanics that JRPG developers have made over the years

https://www.reddit.com/r/JRPG/comments/m5u2we/guide_to_all_the_different_antigrind_mechanics/

JRPG balance dynamic difficulty cross-game analysis

Many JRPGs created interesting designs that don't require or allow players to grind, such as scaling enemies, reducing or eliminating XP, level caps, not respawning monsters, and penalizing the player; this thread lists pros and cons, too.

Number Punchers: How Final Fantasy and Dragon Quest handle combat math

https://www.gamedeveloper.com/design/number-punchers-how-i-final-fantasy-i-and-i-dragon-quest-i-handle-combat-math

RPG CRPG JRPG formulas Dragons Quest final fantasy

A look at how Final Fantasy and Dragon's Quest calculate damage, and how that affects everything from keeping monsters in play to character growth. Includes some useful questions to ask yourself when developing your own formulas.

Designing an RPG Inventory System That Fits: Preliminary Steps

https://gamedevelopment.tutsplus.com/articles/designing-an-rpg-inventory-system-that-fits-preliminary-steps--gamedev-14725

RPG JRPG MMO inventory

A guide to designing your game's inventory sytsem so that it fits the target game experience and setting, starting with a look at four popular inventory systems (including JRPG, unlimited items, and grid-based systes), and then a process to design your own suitable inventory.

How to balance an RPG: or, how to not make your game feel completely broken

https://twitter.com/tanyaxshort/status/1301990872645468160

balance RPG JRPG formulas

A concise Twitter thread explaining how to balance any arbitrary system in your game, such as damage, starting with the user experience and big-picture goals, all the way down to fine-tuning your final formulas.

Balancing Turn-Based RPGs: The Big Picture

https://gamedevelopment.tutsplus.com/articles/balancing-turn-based-rpgs-the-big-picture--gamedev-8286

RPG JRPG balance project management

How to balance a JRPG from a high-level: knowing your audience, adjusting difficulty to achieve the intended game time, taking into acount progression, and balancing difficulty.

Game NPC Design - Why We Relate to A Pile of Code and Pixels

https://www.gamersnexus.net/gg/776-game-npc-design-npc-relatability

RPG JRPG character design NPCs

Adding a bit of detail to your NPCs such as a backstory or personality quirks, can make them appear more life-like and interesting instead of generic place-holders.

How To Balance An RPG

https://kotaku.com/how-to-balance-an-rpg-1625516832

single-player RPG JRPG balance classes

Why and how to design your single-player RPG character classes so that they're mechanically interesting. You want players to make interesting choices through trade-offs. Make big differences, play-test, and use spreadsheets to balance.

Game Design in Open-World

https://www.deengames.com/blog/2018/game-design-in-open-world.html

open world RPG JRPG CRPG

Open world games are difficult to design because you don't know where the player will go. Two solutions to the player-power vs. world-power difficulty: scale monster levels, or scale the player characters' levels.

How to Make an RPG: Levels

http://howtomakeanrpg.com/a/how-to-make-an-rpg-levels.html

JRPG RPG project management formulas

Levels in RPGs instil a sense of achievement, dripfeed mechanics to the player, and control content flow. Analyzes formulas from Dungeons and Dragons, Pokemon, Disgea, and provides tips on writing your own formulas.

Why are character-classes used in game design?

https://gamedev.stackexchange.com/questions/83251/why-are-character-classes-used-in-game-design

RPG JRPG roguelike MOBA balance classes

Benefits of adding classes instead of using a class-less system in your game. They make it easier to balance, they help new players, they can provide class-specific quests or story plot points, and more.

How to make a modern game that feels like a classic JRPG

http://web.archive.org/web/20201213224632/https://gamecrate.com/how-make-modern-game-feels-classic-jrpg/14295

JRPG battle

A look at what made classic 16-bit JRPGs so great, and how to implement those in your own RPG: stories are the key, Combat should be puzzle-like, battles should be breakable, side-quests should be clear and compelling. Unique stories is not a requirement.

12 ways to improve turn-based RPG combat systems

https://sinisterdesign.net/12-ways-to-improve-turn-based-rpg-combat-systems/

JRPG battle tactics

A list of twelve ways to change-up your RPG combat system, including using area, multiple characters, options, facing, and specialized monsters and characters. Focuses on emergent complexity, clarity, determinism, and tactics.