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Wanted: Graphic Artist, Composer - Post in this thread or PM me if interested
As you may know from another thread, I've been fooling around with making my own computer RPGs for, oh, many years. Well, I may or may not take the current one further than usual. Whether I do or not, I'd like to get some input on making an RPG without many of the usual clichés or trappings.
Now, just for the record, it is going to be fantasy, which is cliché enough in itself, and it is going to be fairly vanilla Japanese style console fantasy in terms of monsters and the like, since I'm working with existing graphic templates. What doesn't have to be cliché is characters, plot, world, in other words, content. I'm going to list some clichés I want to avoid, can you think of others you consider overdone or for other (good) reasons would like not to see (again)?
Characters
One cliché I'd like to avoid at all costs is the "main character is really a prince/princess." Yeah, like we didn't see that one coming from a mile off... I know I'm having a female main character, but she is NOT a princess! In disguise, secretly, or otherwise! And she's not going to fall in love with a prince! In disguise, secretly, or otherwise! Damn it!

The comic relief sidekick. You all know the comic relief sidekick. Yeah, comic relief is fun. Those kind of characters cannot have depth. If they do, they are no longer comic relief. I'm not happy about characters with no depth.
The hardcase badass, "you can't touch this" über-dude. There may be such a character, but not one that's a badass just to be a, well, badass.
Shallow characters. Notice how two characters get well developed in most RPGs, while the others are superficial followers? I understand this one totally, you're telling a story, a story can have only so many main characters. I think just having four player characters at most will be helpful, and allow for more fleshing out. There may be visiting characters, but permanent PCs, I would limit to an absolute maximum of four.
World
You know what I really hate about many game worlds? That they're "the whole world." How many RPGs have you played where you could walk (or fly) around the entire world, and it turns out to encompass three kingdoms separated by seas, with a dozen towns all in all? That's the kind of world I don't want, because it has zero realism. Obviously, I can't have dozens and dozens of villages all over the place, filled with hundreds of NPCs, but it's not going to be the whole world, just a small part, the relevant part.
In my more chaotic moments, I've thought about making the whole damn RPG take place in one town. That's it. Just one town. (That's done before, I know, but rarely in console style.) But that's probably going too far, and would be an artificial limit that isn't helpful.
Grand Plots
Save the world. You know it. Sure, the RPG may be about two starstruck lovers getting together... and saving the world. Or traveling from one end of the map to the other... and saving the world. How about a plot that doesn't turn out to be about... saving the world?
Can you not have an epic story about less than that?
The Romance Thing
Yes, it's clueless boy meets shy girl, with cocky girl (usually your comic relief, see above) being all over clueless boy and shy girl being enamored/pursued by darkly brooding, but awfully handsome (in an evil way) boy. I'm a romantic. I want romance in my RPG. But it can be romance that falls outside that god awful, seen 1,000,000 times before mold.
Random Monster Rampage
Funnily, this is one of the areas where we're often given some kind of explanation. Such as, monsters fall from the moon, come from the mists, from the boundaries between worlds, cross over from that "other" world, from the sealed cave that was opened, manufactured by the evil empire... The least cliché here would be that monsters are part of the world and were "always" there. That would mean their backgrounds would have to be developed to fit inside the world (many are just animals, of course).
Gods & Goddesses
Now me, I tend to drop the subject of religion like it's red hot iron scalding my hands. Which is why I'm not really going to say much here. There's usually some sort of divinity opposed by devils. I'd like to avoid that, or have it be so much in the background that it doesn't have to be brought up in any way.
Misc
Ok, it's suddenly very late. I have work tomorrow. Depeche Mode is all good to listen to, but sleep would probably be wisest. All the things I overlooked will have to wait. And this thread is general for now, but may at some point turn specific and go somewhere else, be called something else, and be about me working on this game for real.
