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Anybody tried making a THICK RPG during a game jam? Advice?

For discussing role-playing video games, you know, the ones with combat.
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NotAI
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Anybody tried making a THICK RPG during a game jam? Advice?

Post by NotAI »

Or is it impossible to make anything good? :headbang:

Thoughts on that?

:fishing:

Edit. Specifically, a "thick" RPG, so one with story and choices and dialogue and at least one proper NPC, rather than "thin" RPG that is all fight fight fight battle. Perhaps not very "thick", but not all the way "thin" like a roguelike or roguelite.
Last edited by NotAI on June 12th, 2025, 18:43, edited 2 times in total.
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Post by rusty_shackleford »

Roguelikes tend to do well in gamejams, yea?
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Post by Acrux »

Just make something procedurally generated.
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Post by NotAI »

Re: Rusty. Thinking about a "thick" RPG with a story and choices. I should probably revise OP.

Re: Acrux. Almost definitely procedurally generated. Even with teams allowed going all hand is obviously infeasible. (Or is it? Hmmmm.)
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Val the Moofia Boss
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Post by Val the Moofia Boss »

I think the issue is that most people are not experienced writers capable of churning out the quality and quantity needed to make a good story heavy visual novel/RPG experience over a weekend, not to mention time spent hooking up dialogues or scripting scenes or posing characters, etc. So you have one guy not accomplishing much, and the result might not be as impressive if you had both guys working on functionality/game systems/building maps/levels for a gamey game. The gamey games are also going to be more captivating for passerbys to look at than a lot of text. See people crowding around fighting game arcade cabinets or watching someone survive spectacular and overwhelming Touhou/bullet hell barrages. People don't crowd around to see someone play a dtory heavy game.
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Post by NotAI »

Val the Moofia Boss wrote: June 12th, 2025, 21:26
I think the issue is that most people are not experienced writers capable of churning out the quality and quantity needed to make a good story heavy visual novel/RPG experience over a weekend, not to mention time spent hooking up dialogues or scripting scenes or posing characters, etc. So you have one guy not accomplishing much, and the result might not be as impressive if you had both guys working on functionality/game systems/building maps/levels for a gamey game.
I like the O Henry or Somerset Maugham approach to short stories that might be good for content fast. It can even be automated to some degree, if the setting is sufficiently constrained. The game pops off goals from a list of things not yet explored and pops off stored decisions player already made from another list, and generates a little twist-based story and quest. Mostly would come down to fetch or slay quests, but at least that progress one another. So far not been done yet.

There is, indeed, a shortage of good writers at game jams. The general illiterate culture in the world today doesn't help. Second, because the writer must also be artist or coder to get invited to a team slot. Correct, it means the lead coder must actually be twice as good as normal and not fail at doing twice the work of another team.
Val the Moofia Boss wrote: June 12th, 2025, 21:26
The gamey games are also going to be more captivating for passerbys to look at than a lot of text. See people crowding around fighting game arcade cabinets or watching someone survive spectacular and overwhelming Touhou/bullet hell barrages. People don't crowd around to see someone play a story heavy game.
There are many coders that are double or triple the productivity of other coders. Ditto artists that are twice as fast as others. But dialogue choices, absent large cinematics that take years to craft in something like Witcher, Final Fantasy, indeed don't intrinsically draw attention. They lack JUICE compared to even a nice jump animation. So this issue is the hardest issue. If you want to win the jam.

I believe there might be solutions though.

One solution seems to be making something whose premise is both absurd/******** and yet also cinematic and vast, and making any dialogue quickly end and lead to "big effects" on screen.

Dialogue must be short and what happens must be huge.
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Post by NotAI »

Somehow game jams are becoming really big though.

This year like 10K-20K submissions to several.
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Post by Tangerine »

NotAI wrote: June 13th, 2025, 02:21
Somehow game jams are becoming really big though.

This year like 10K-20K submissions to several.
Pride parades got big too. You going to suck a ****?
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Post by NotAI »

That could be subcontracted.

Anyway, lemme tell you a story.

Many years ago, there was an academic who could not find a job. So she wrote she was gay. She wasn't an astronomer. She was a gay astronomer. Who studied not astronomy, but gay astronomy. This is the study not of stars, but of gay stars.

She got a job. Now she has tenure.
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Post by ThulsaDoomer »

NotAI wrote: June 13th, 2025, 02:31
That could be subcontracted.

Anyway, lemme tell you a story.

Many years ago, there was an academic who could not find a job. So she wrote she was gay. She wasn't an astronomer. She was a gay astronomer. Who studied not astronomy, but gay astronomy. This is the study not of stars, but of gay stars.

She got a job. Now she has tenure.
Are we supposed to be inspired by the story of a woman doing what 99% of all women do and getting a job/tenure from it? :wise:
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Post by NotAI »

I, for one, am much inspired. Much inspiration.
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Post by Brother Chad »

Just add tits and ***. Will get you way more attention, good and bad, than having an actual RPG in a gamejam of all things.