Tutorial: How to create an original game By Jericho Alright there kiddies, sit back, get a coke, wear your special underpants, and get on those reading glasses. Because ol Jericho is gonna try and learn you something today. How to create an original RPG. **Themes** Ok now, everyone knows RPGs have your traditional themes: Revenge, Love, Etc Etc Etc. And these are all well and good. Every good RPG should have some of these traditional themes, they're time tested and Jeri-Approved! But dont just stick them in the same tired old situations. A young man trying to find out where he comes from, a mystical force out to destroy the world, an evil empire on the verge of world dominition... These have all been done. Now im not saying you cant nor shouldnt use them, but lets not have 500 re-hashes of Final Fantasy 3/6. Try and think of something youve always wanted to see be a part of a theme to a game, or a story, and use that in the game. Everyone has said "Oh, thats stupid, they shouldve done it like this", or "I saw that coming a mile away." Well, a little predictability is good, but ill get to that in a bit. Guess what? Now your the "They" you always complain about. Your making the game, so put in all those little changes and ideas you want to your storyline. And im not just saying this becuase the voices in my head are controlling me. **Characters** Ah, the Character. What RPG would be complete without them. Like Themes, there are time tested "Standard" Rpg characters that i bet everyone, myself included, will have in their games, such as: The Hero: Strong, bold, able to lead. The one others look to, Brings the game togethor. The Wise Man: Hes the sage like character, not neceserilly a playable one, but a main character nonetheless. Gives out that bit of mystical advice that helps in a pinch The Fighter: Braggert, Big and muscly, usually not too bright. The Magic User: Not all games have magic, but most have the one or two guys most intune with some kind of power. Usually smart, but not too strong. The Thief: A sneak, backstabber and mysterious. Now, those are a few standard character, and my game has all of them. But it also has a lot of new character types that you wouldnt find very ordinary. Try and incorperate some unexpected kinds of characters to keep things fresh. I wont go into any specific types, becuase i think anyone with enough creativity to make a game, should have enough to make up some interesting characters. Good luck there, kiddies. **Humour** Now, its my opinion that no matter what, a game cant be 100% serious. there has to be humour, even if its used sparingly. It keeps things from becoming tedious. The last thing you want is for someone to be playing a game you put a lot of work into, and say that its boring and give up. Storyline is what you should use to bring them in, and humour should be an added bonus for playing. Even if your not a funny person, you can use humour from where ever you want. People may say "Oh, yea, i saw that on... etc etc etc" and laugh becuase of where the joke is from. Just a friendly Tip. **Predictability** Now, im not gonna sit here and bash predictability. Becuase certain parts of the game should be predictable ( even tieing in with the humour aspect ). If you make them think one way, theyll be shocked when you switch directions on them. A little predictability in some parts can throw them off course to other parts, making them think one way, while you change directions. The old Switcheroo. **Storyline** Not the same as Theme. A great storyline is flat out required. No two ways about it. This is how your theme and message is conveyed. Think of yourself as the theme, and the storyline is your car. Now, you may look great, but when you show up in that 76 pinto hatchback, your not getting any fans. You want to show up in that speedy new corvette with all the options. Just like you want your game to have a great storyline with lots of features, not some crummy old throwback. Interesting enemies, NPCS , places, all these add to your game: Enemies: These represent the big bad force of evil. They shouldnt just be the same old "We will crush you becuase your good" Attitude, make them banter back and forth with your heros, give the bad guys a personality, not just three words and a battle. NPCS: Almost as important as the Heros! These are the townsfolk, people you meet, who help or hinder your progress, or just sit back and chill while you fight. Dont make them say the same tired old stuff, or just do nothing. Make some of them actually further your plot, and im not talking about the mayor or king type NPC, im talking Sally, the girl walking down the street looking for her dog who got lost in the woods. She counts. Dont let poor Sally down, she loves that dog. She needs a big strong Hero to help her! Wont you help her? Make your NPCs create side quests, that dont neceserilly add to the storyline, but add a nice little break in the game for a special item to be gained, or a nice little cash bonus. Places: Towns, Cities, Castles, Fortresses, Caverns, Strip Malls...Well, maybe not strip malls. These arent there to just house people, the places are important too. A quiet town shouldnt be in the middle of the war torn battle front, just like the town full of miners has no place on an ocean. This seems like REAL basic knowledge, but im just covering all the bases here. Make mazes and puzzles get progressivly harder. To make sure they dont get too hard too quick, perhaps you can build off the one before it, so that you have a template to work off of. Also, dont use places like Gardens, or Figaro Castle, things like those in my opinion are REALLY played out, but then again, its your game use your best judgement on things like that. Dont worry, Jericho trusts you Well kiddies, it sure has been fun. I hope weve all learned something from this little collection of words. And if you havent, then i guess your time was wasted. Suckers! Now go forth and create games!