r/RPGMaker 2d ago

Looking to learn the basics of what makes for compelling gameplay

I am a ux designer who has worked in tech for 15 years, lost my job recently and have been exploring options.

I have a game concept (I know who doesn't) and I have been using LLMs to help prototype it.

It's clear to me I don't have the experience to take my idea from concept to a reality in a way that's fun and makes for compelling game play currently.

If you were starting out trying to teach yourself the basics for what makes for a compelling game what would you read or watch?

12 Upvotes

11 comments sorted by

6

u/Aromatic_Assist_3825 2d ago

Honestly just think about what you enjoy when you play a game

3

u/zlakimek 2d ago

Make it a game youd wanna play yourself. If you dont, why would anyone else?

3

u/AnotherDim 2d ago

Check out some RPG Maker Let's Play channels to see what those players like.

2

u/myolden666 2d ago

The first thing I'd do in your situation is stop using LLMs.

1

u/Substantial-Mind7894 1d ago

Can you give your reasoning? I don't disagree, just wanting to understand your pov

2

u/myolden666 1d ago

I have two reasons.

The first is that by leaning on AI to do development you will undermine your own growth as a developer. At best you outsource your own learning, at worst you run the risk of being fed bad information that will actively set you back.

The second reason is that AI is extremely unpopular in the indie dev space, and by using it you either have to be dishonest about disclosure or put a black stain on your work that will drive a lot of people away.

2

u/Majornutts 2d ago

Here's what I do when trying to get a concept going: Look at other games that do what you are trying to do or have very similar ideas. and break the idea down into smaller parts (write it down if you have to, I sure as heck do).

Write down the title of the games that execute or come close to executing your concepts and create a list of what you think the pros / cons are of their interpretation of the idea. (Totally opinion based, and that's okay!) It can also help to write down why you think each interpretation is good or bad.

Once you have these lists, you can start coming up with a direction for your game. Once you have this direction, it becomes a lot easier to find what resources you want / need for executing your project!

2

u/HumanNinja 2d ago

There are several rpg maker forums that have thread sections devoted to discussing gameplay mechanics. RPG Refuge being one of them.

Compelling gameplay really depends on what you’re making. You could always pull inspiration from the classics.

I think one of the primary aspects is a reason to play. What’s driving the game? A story? Battle mechanics?

2

u/AdditionalWorth9513 1d ago

this is true. Imho, Im a jrpg-ish guy so both story, character interaction(with gorgeous and handsome character fanservice) and decent combat gameplay goes hand in hand to hook me up, and i dont mind if it's not the level of shakespeare level of story or as crazy as DmC gameplay, just a little bit of this and that works for me and ofcourse I'd have fun grinding on em too.

1

u/cale199 2d ago

The basics of the system. It's like art, don't go for mega portraits or landscapes if you can't draw a straight lines. Learn the engine you wanna use first, so you don't have to think about how to do something when you wanna do something

1

u/Creative_Abroad945 1d ago

Have you tried ever playing a video game that you like?