{"id":769,"date":"2010-09-05T13:23:43","date_gmt":"2010-09-05T13:23:43","guid":{"rendered":"http:\/\/www.winterwolves.net\/blog\/?p=769"},"modified":"2010-09-05T13:26:35","modified_gmt":"2010-09-05T13:26:35","slug":"what-is-a-casual-rpg","status":"publish","type":"post","link":"https:\/\/www.winterwolves.net\/blog\/2010\/09\/what-is-a-casual-rpg\/","title":{"rendered":"What is a &#8220;casual RPG&#8221;"},"content":{"rendered":"<p><a href=\"http:\/\/www.winterwolves.net\/blog\/wp-content\/uploads\/2010\/09\/theteam.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-medium wp-image-770\" style=\"margin-left: 5px; margin-right: 5px;\" title=\"theteam\" src=\"http:\/\/www.winterwolves.net\/blog\/wp-content\/uploads\/2010\/09\/theteam-300x225.jpg\" alt=\"\" width=\"300\" height=\"225\" align=\"right\" srcset=\"https:\/\/www.winterwolves.net\/blog\/wp-content\/uploads\/2010\/09\/theteam-300x225.jpg 300w, https:\/\/www.winterwolves.net\/blog\/wp-content\/uploads\/2010\/09\/theteam.jpg 1024w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a>As you probably know, I&#8217;m working on a RPG game called &#8220;Planet Stronghold&#8221;.<\/p>\n<p>I am trying to do something slightly different with this RPG. I would even dare call it &#8220;casual RPG&#8221;, since it misses some of the classic &#8220;hardcore&#8221; gameplay elements. In particular:<\/p>\n<ul>\n<li>there is <strong>no in-game currency<\/strong>. You can&#8217;t sell or buy weapons. This is probably the biggest difference from&#8230; well, ANY rpg I&#8217;ve ever played. What does it means? That you&#8217;ll have several weapons and armors at your disposal, but you won&#8217;t have to buy them. To get the best ones, the only way would be to solve some quests you&#8217;ll encounter through the story.<\/li>\n<li>there is almost no &#8220;<strong>permanent death<\/strong>&#8220;. You can&#8217;t really &#8220;lose&#8221; in the game. This is also very different even if something similar could be already found in recent casual RPG like Torchlight, for example. In my game, if you lose a battle you&#8217;ll simply have the option to fall back and try it with a different team\/equipment configuration. Of course there will be a few exceptions: in some particular plot situation you&#8217;ll face a hard battle but you&#8217;ll be warned to save before it. But I hate the mechanic of &#8220;save\/try\/reload&#8221; that is used in many RPG just to give the players the illustion that the game is longer (but in reality you&#8217;ll spend most of the time loading and saving)<\/li>\n<li><strong>there won&#8217;t be a huge map<\/strong>. I mean, a tilemap or detailed map as it is in many RPG, mostly JRPG. I was dubious if to implement this or not, but given the nature of the game, I decided to skip this. Since the gameplay follows the main story, you will be able to use a small map with instant traveling between each different location to complete side-quest, but not like you do in normal RPG\/JRPG. If you hated walking endless hours in those insanely huge (and repetitive) tilemaps, you&#8217;ll like my game. Otherwise&#8230;I hope you&#8217;ll like the game anyway \ud83d\ude42<\/li>\n<li><strong>very few grinding<\/strong>. You won&#8217;t have to kill 500 rats\u00a0 to get to level 2. The leveling up will be slow, and you won&#8217;t get much XP from battles, but you&#8217;ll get a big boost if you solve quests. Anyway, being the game linear, I&#8217;ll be able to craft each specific battle so hopefully that should lead to more interesting enemy encounters.<\/li>\n<li>There also won&#8217;t be <strong>endless random encounters<\/strong>, unless you choose to adventure in the wastelands (so, there will be but will be entirely optional). I understand that random encounters are a good way to raise your characters levels without doing side-quests, so I&#8217;ll leave that option available for those people who prefer to fight than solve quests.<\/li>\n<\/ul>\n<p>As you can see it&#8217;s quite different from a &#8220;standard&#8221;, traditional RPG. I hope the direction I took will be appreciated anyway, so far the feedback from the Alpha testers was quite positive (many says it&#8217;s the best game I&#8217;ve made so far, even if isn&#8217;t finished yet! :D).<\/p>\n<p>Note that this won&#8217;t mean that the game will be easy. It will be if you choose the &#8220;easy&#8221; option. But if you pick the &#8220;hard&#8221; option, in the game you&#8217;ll have to face some really tough fights! That&#8217;s all for now, I&#8217;ll get back to writing more plot and coding more enemy battles.<\/p>\n<p>p.s. For those who like traditional RPG, fear not. My other RPG game in development, the Dungeon Crawler &#8220;Tower Of Destiny&#8221;, will be much more similar to the classic &#8220;hardcore RPGs&#8221; \ud83d\ude09<\/p>\n","protected":false},"excerpt":{"rendered":"<p>As you probably know, I&#8217;m working on a RPG game called &#8220;Planet Stronghold&#8221;. I am trying to do something slightly different with this RPG. I would even dare call it &#8220;casual RPG&#8221;, since it misses some of the classic &#8220;hardcore&#8221; gameplay elements. In particular: there is no in-game currency. You can&#8217;t sell or buy weapons. [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6,14,22,24],"tags":[],"class_list":["post-769","post","type-post","status-publish","format-standard","hentry","category-development-screenshot","category-roleplay-games","category-tower-of-destiny","category-winter-wolves-games"],"_links":{"self":[{"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/posts\/769","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/comments?post=769"}],"version-history":[{"count":2,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/posts\/769\/revisions"}],"predecessor-version":[{"id":772,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/posts\/769\/revisions\/772"}],"wp:attachment":[{"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/media?parent=769"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/categories?post=769"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/tags?post=769"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}