Anon10/16/25, 22:44No.3859855
Also working on an RPG and it's very much born out of various small frustations I had across different games.>Fake Choices // Missing Choices
It's bad in the story, but far more prominent in gameplay. I'm talking about things beeing balanced so poorly that you feel like an idiot for picking the cool thing, or when the RPG systems have been "refined" to the point removing most of your options. You know the deal: on paper there is a lot of weapons/skills/items, but they're distributed across the level curve so that you will have at most three available at at time.
Right now I'm playing a game where, 8 hours in, there are only two choices of weapon upgrades: one that boosts wind attacks, one that boosts earth attacks. Not only has the wind one higher stats, there are no earth attacks available at this point in the game. So of course everyone gets the wind one and by the time earth attacks become available, that sword is outclassed by higher level ones.>Presumption of Familiarity // Anti-Exploration Design
This is mostly for D&D derived games: systems set up in such a way that you should know all your choices at character creation, where in hour 40 you realize you made a fatal mistake at hour 2. Pick Favoured Weapon Katana, no such weapon in the game. Made a wizard, all story relevant loot is for fighters. That sort of stuff.
I like figuring things out as I go along and react to cool stuff I find, and this kills it.>Item/Trash hoarding
Natural loss aversion makes us overly cautious with consumables ant too often items are just replacement spells. When the game is easy we ignore them, when it's hard we save them for an encounter that never comes. Similar thing for materials: Crafted loot is often useless compared to some hand-placed endgame items. When it is the core progression, you eventually hit some bad luck and need to stop.
Take away that fear of loss or make items an optional choice with stuff like an Alchemist class.