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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.
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
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.
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.
https://www.gamedeveloper.com/design/vagrant-story-and-its-lessons-for-uninspired-jrpg-game-design
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.
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.
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.
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.
https://twitter.com/tanyaxshort/status/1301990872645468160
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.
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.
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.
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.
https://www.deengames.com/blog/2018/game-design-in-open-world.html
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.
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.
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.
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.
https://sinisterdesign.net/12-ways-to-improve-turn-based-rpg-combat-systems/
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.