How To Make: RPG
Keyword List:
Final
Quest
Legend
Dragon Sun Fantasy
Wanderer
Warrior
King

Name: The first, and potentially the most important part of the RPG design process, is choosing a name. Most potential customers of your game are going to be looking for certain key words in the titles (alternate spellings are worth bonus points). For a great title, the name of your game must have at least one of the words from the list on the right, and more is always better.
 
Example : Final Quest of the Sun Dragon King
 
Graphics: All good RPGs have two types of graphics: one for fighting, and one for evertyhing else. 
 
Fighting Graphics: Use as much detail as possible. It is not uncommon for developers to spend the majority of their development resources on this. Additionally, if the battle is in 3D (and there's really no reason why it shouldn't be) make sure the camera is moving around constantly.
 
Everything Else Graphics: Use the simplest graphics you think you can get away with. The player should be able to tell his character from the non-playable characters, but more than that is overkill. Bear in mind that the worse your graphics look here, the better they will appear to be in the battle scenes. Remember, the word we're looking for here is contrast.
 
Music/Sound: This is where your game will either come together like chicken and nuggets or fall apart like a shirt made out of parafin. There should be music playing at all times. The only exception to this rule is when something really important happens. Silence = Pay Attention.
 
For example : King Der Tea gives your hero his legendary mission to save Cracker Town from the Soup Bandits, and his evil twin brother, Baron Bar O'Sope, pushes the Rock of Precarious Balance from its resting place on to the conveniently placed throne. Here, the music should stop for a maximum of ten seconds, any longer than that, and the player will get bored, driving his Going Outside Ratio  dangerously close to 1.
 
So what kind of music should you put into your game? Popular music is the easiest to find, but it's usually a poor choice. The music has to fit the mood. If I'm wandering through the Duck Forest looking for the Water Bill, I don't want to hear anything with words. I have enough words to worry about when I'm reading the dialogue, I don't need any more than that. RPGs  demand the kind of music that can be played by an orchestra or other live band. This is imperative for later, when we want to sell soundtracks.
 
Story: The story can be about anything you want, provided you have the other elements well represented. In fact, if you spent enough time in the development of the battle system and graphics, as discussed earlier, then the story can literally be about anything. There are a few things that you should keep in mind that are mandatory, but don't really fit anywhere else:

And that's about it. If you've followed these guidelines, then you have a guranteed best-seller on your hands. Don't forget to make sequels.

 

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