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So if someone made an RPG on LBP2...

Archive: 11 posts


If someone made an RPG consisting of around 30 or so levels in size and you could level up and customize characters within this RPG.
And we will say that the creator of this RPG posted all the codes (to act as a save/load system) to "load up" different builds...
So my question is if you started playing this RPG and you leveled up your character to level 6, would you grab the code for level 100 and best gear when you returned to play the RPG?

Not sure if I asked that right.
2011-04-14 03:08:00

Author:
Darkcloudrepeat
Posts: 606


Would I cheat? Probably not. If the game was worth playing I'd want to experience it like I was supposed to, and if it's not, I'd sooner not play it at all. I'm sure there are people who would cheat, but does that matter, really? They're only spoiling it for themselves.2011-04-14 09:48:00

Author:
Rogar
Posts: 2284


It's possible, but is does not matter anyway2011-04-14 12:23:00

Author:
Shadowriver
Posts: 3991


The thing about Rpgs, is that you have to lead the players progressions. With that technique, there's no stopping people from going to level 100, exploring all the special moves and then leaving. If the levels are earned, like most rpgs, the player then has a reason to explore however many levels you create.

Then you have to remember, realistically, only the hardcore crowd is going to mess around with codes and much less play 30 stages of the same game.
2011-04-14 14:03:00

Author:
Rpg Maker
Posts: 877


It's probably better to just program it to give the player the code at the end of the level. It might take longer, and be annoying, but yeah, there are people who would cheat. I actually wouldn't even have a level up system. It's LBP so people aren't going to go around grinding to get their level up. Maybe just have them unlock a weapon at the end of the level, or hide some secret weapons?2011-04-14 14:11:00

Author:
Fading-Dream
Posts: 164


Unfortunately there's something very "disposable" about community levels that I think as mental conditioning cannot be overcome without extensive changes to LBP's online experience.

I can see an RPG providing special incentives which keep a player faithfully interested in his or her game, but for every player who sticks with it, there will be one who gives up after a few levels (simply due to time constraints; LBP players may also be avid RPG gamers and appreciate that genre, but most do not come to LBP to play RPG simulations, at least not for more than a few minutes), and I can definitely foresee the majority of players giving it a few levels, realizing the "goal" of maxing their level is not really related to the "goal" of enjoying each individual level, and max out at 100 early on. Whether or not that's a bad thing depends on how fun the levels are to play when you're maxed out vs. normally.

There's a practice I call "Designing for Cheaters" that is really just predicting how players will try to break the rules of a level given what they know about it. It could also be called "protective design" in that it anticipates how players will try to deviate from the rules, which is a natural process we all go through to learn what the rules are. Players unconsciously "cheat" all the time in the process of learning rules, and can resent things going in two directions - either by discovering the game doesn't allow them to cheat, or by discovering it's easy to cheat and the designer didn't put much effort into compensating for that.

If it were me:

I'd make levels unlock 5x at a time, and break up code fragments across those 5 levels with the reward being a "meta puzzle" that doesn't need to be solved, but if it is solved, can be used to unlock fun stuff in the next 5 levels. "Cheating" in this sense would be closer to playing the game as intended, in that players might just type in the code at the beginning (such as copied from another player' profile -- "here's the codes! enjoy!") but it won't make them super powerful, it'll just give them access to the same things everyone else got by solving the puzzles. The incentive to play all the levels is still there for cheaters and regular players, is the important thing. And cheaters might enjoy the levels even more than before, since they not only got to use a loophole, but can appreciate a designer who made things with them in mind (think of how you always feel kind of special when you try a trick and the game rewards you for clever thinking, rather than prohibits it).
2011-04-14 14:35:00

Author:
Unknown User


Im not a real fan of anything but platformers, so I know I wouldnt play all of the others. Id start with the first level, and if it was difficult, yes I might cheat. If it was really fun Id continue, but not for very long.2011-04-14 14:36:00

Author:
ATMLVE
Posts: 1177


Only way to protect such code system is to encode the code, not make codes obviesly easy to set level, also it would be good if there was codes that dont work and codes that work could be minority

I know Aya was workingin on code system CRC based(?)
2011-04-14 15:13:00

Author:
Shadowriver
Posts: 3991


If you make it a hassle to restore a saved state like by forcing people to write down codes and enter them digit by digit into a saved state restore system, people will probably be just as likely to use someone else's code as they are to use their own.

Given how few players even bother to finish levels, it's probably far more likely that most players won't bother to enter a code even if they've played the level before. Many rogue-likes, particularly the Japanese console variety, tend to reset your characters' levels to 1 at the start of the dungeon anyway, so you might be better off using that approach and giving players stickers to access better equipment at the start instead.
2011-04-14 20:15:00

Author:
Unknown User


I played i decent level called Playstaion Univeser RPG and it had a load system. Itd give you said sticked at the end, like eveytime you leveled up, youd get a new sticker. Decent idea, design wasnt the best, but great logic...2011-04-14 22:23:00

Author:
BonBonBoi
Posts: 246


You may get replay if you add in some massive changes with character and level types. I noticed fairly little replay on many of my levels, but the ones where you had something major change each time they played it they would return for. I could add that of the longest level, only one non-lbpc person made it all the way to the end...but the fact that he left me praise at the end of the last leve made themonths of work so worth it.

Not sure if that makes sense or not, but maybe looking some of thelevels that have such systems to see how many people replay them may help.
2011-04-14 23:59:00

Author:
celsus
Posts: 822


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