Game Design Library is a hand-curated, catalogued collection of game design links. Learn more
https://www.youtube.com/watch?v=OdVkEOzdCPw
Using a small stop effect when the player gets hit or dies, can make a huge impact of the game. Without it, players be confused about how they got hurt or killed. The stop can range from a simple pause, to a fancier player death effect. Layering on a screen shake and slow-motion after death, can make the effect even more obvious and dramatic.
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=Nj7EaryBgak
crafting cross-game analysis oil theory mechanics balance
An in-depth look at the three components of crafting systems: collection, crafting, and usage - and how to make them shine; mistakes to avoid that make crafting laborious; how to make simple crafting meaningful; and when your game should and include crafting: to give players control over the way they play, and an organic way to interact with the mechanics.
https://www.fortressofdoors.com/oil-it-or-spoil-it/
game analysis final fantasy Dragons Quest x-com oil
We often talk about game juice as cascading actions in response to user input, but what about oil? 'Oiling' a game to remove user pain can drastically improve it. Examples from Dragons Quest, Final Fantasty I, and X-COM illustrate pain-points and their solutions.
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.