6/18/2023 0 Comments Rpg party story tracker![]() Once you reach a certain point, there's not a whole lot to bring you back to the previous areas. It's one of the things I'm struggling with a little bit in my own game. Personally, I enjoy backtracking when it feels new or feels useful. There also aren't very many areas to explore when you come back. There's no reason to come back in most of those games to find out if the mons on the route changed (free tip, they usually don't). Pokémon works in such a way that most people serious about collecting all the mons just pick them up the first time. It doesn't engage your mind at all or the gamer's drive to accomplish things. You'll quickly explore those areas to obtain the near worthless items and be on your business. Or, maybe there were a few small areas you didn't have access to. In these cases, you come back just because the game demands you do. You're often forced to come back to previous areas because of the storyline. Pokémon doesn't offer any reason to backtrack, but some of its story elements force you to do so. They also know that many of the "expansions" that they're backtracking for involve some kind of puzzle that uses the equipment they've obtained up to that point as well as their own brains to collect the Expansion. Completionists will seek these items out during their backtracking because they want them all. It's backtracking in ways that gives the player more to work with, larger buffers, and generally more awesomeness. It isn't backtracking to pick up new items. As in, you're just increasing how much health you have, how many missiles you have, how many power bombs, and whatever else. A rather large chunk of the "backtracking" in the game is picking up expansions to your already existing arsenal. We're going to use Metroid as an example here. You also want to make some of the backtracking "optional". They're going to get access to new areas. The thing you want to remember about backtracking is that you want players to do it because they're going to get to explore new things. Games like Metroid do backtracking really well (for the most part) while games like Pokémon don't do it so well. But there’s definitely more to it - all of us here are really eager to hear what it means for you.It depends. Bad design practices, bad business motivations, bad relations with gamers - they’re things we are and will remain vocal about. Finally, much like every self-respecting rebel, we live to challenge the status quo. We’re independent and have no corporate overlords, so we have the creative space to experiment, and we’re also big enough to leave a mark and attempt things other studios can’t. Instead of falling into an annualized development cycle, we choose to challenge ourselves, often shooting for the stars. I mean, who in their right mind makes an open world TPP RPG, then a card game, and then an FPP RPG? Us, apparently. One of the things we like doing the most is tackling problems we don’t initially know how to approach. And we love it.īeing a rebel doesn’t always mean acting in opposition. In this phrase, we’ve found something that unites, but also leaves room for individuality. And while there’s much shared understanding of its exact meaning, there’s no singular definition everybody would accept without adding a few words of their own. It’s an expression we often add after coming up with something crazy - as well as a casual equivalent of “what can possibly go wrong?”. It’s on our t-shirts and studio walls it’s something we say, and one of the ways we think. Well, nobody at RED knows who said it first, but “We Are Rebels” has been living with us since forever. Like with any good nickname, if a game-dev studio has a catchphrase, it should be something someone says once, then it just sticks.
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