Official Update #3
Hello again Backers!
I am writing this update early today because I am just about to head off to my best friend's wedding!
At the time I am writing this, we have 7 days left and almost 300% funding! My team and I cannot express how happy and thankful we are for all you gracious backers!
This week will be light on content as all members are hard at work on their material. I would however, like to ask you all a few questions and would love to get your input on certain things going into E.o.E.
I had an idea about 2 weeks ago about what to do after the player finishes the game. Most JRPG games allow for a New Game + option, and I absolutely love that. But I began thinking, would players really want to start over again? Wouldn't they rather stay with their high leveled characters and continue venturing in the World they just saved?
In every single JRPG game I have even beaten, you never get to continue on past the end of the game. The developers lock you into a save point just before you beat the final boss. Sure, you can still go adventuring in this state and do side quests, but the player losses the satisfaction of playing in a World they just saved. I would much rather allow the player to complete the game, then return and actually see how your actions affected the World. This also opens up the opportunity for the player to go on any missed side quests and it allows us to have much deeper and more involved story lines for those side quests.
This is what I would like your input on. Would you rather get a New Game + option after beating the game? Or would you like to continue venturing after the end of the game and see how you changed the world? Please leave a comment on your opinions on these two matters and any possible suggestions on how to make them better. We could include both, but I am afraid that may take too much time and extend development. I personally love the idea of continuing after the end of the game.
The next topic I want to touch on is the battle system. Right now, E.o.E. has an active time battle system like Chrono Trigger and Final Fantasy 6. I absolutely love this system, but being that it runs in real time, calculations for complex states and actions get messy. I would like to hear your opinions on maybe switching the battle system to a more traditional turn based system. In this new "Default" system, players will assign moves to all of their party members at once. After all moves have been decided, the player "activates" their moves and watches as all party members and enemies go at it. This system still runs off "speed" being the deciding factor of which party member or enemy goes first. I also think that this can be a very strategic system since you have to plan out your moves well in advance.
Using this "Default" system greatly improves the ability to program out complex moves and states. Things like "skill reflects" and "doom" counters that were not possible with the "active time" system can now be used in the "Default." Of course, I will not make a decision before I hear your comments and suggestions. This can be changed easily anytime during development, so I will always listen to you backers.
For my next topic, I would like to introduce two new members to our team! Both Kellie Sheridan and Paul Marzagalli are both Professional Writers who have graciously volunteered their time to help further develop our story line! Our entire team wants to thank them so much for their very generous help!
Lastly, I will leave you all with a song produced by Aakaash Rao. This will be the music played in the starting village of Echoes of Eternia.
I can't wait to read all of your comments. I have more things I would like to discuss, but will leave them for another week for the sake of organization! See you all next week!
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Apr 6, 2012 -
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- First created · 6 backed
- Ryan Harmon 164 friends
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A Kick-Starter exclusive wallpaper featuring your favorite character from Echoes of Eternia.
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New Reward: A digital copy of the game along with a digital copy of the soundtrack.
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The previous rewards along with a T-Shirt with the game's logo. Designs are not final.
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The $70 reward along with a High Quality art book designed by our Head Artist Melissa Hui Wang.
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The $100 reward along with being able to completely design your own character in the game along with dialogue. Do you want him/her to look like you? Or an Original Character of your design? The choice is all yours.
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The $200 reward along with the opportunity to become a Voice Actor! Do you want to voice your own character? Now you can! ( Must provide your own microphone )
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New Reward: The $200 reward along with being able to design any side quest into the game. Do you want to create an entire story for your character? Or the perilous journey to obtain a legendary weapon? The choice is all yours!
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You will receive all of the previous rewards plus designing any side quest that you want into the game. Side boss? Legendary Weapon? Hidden Storyline? It's all up to you!
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New Reward: Get the $250 reward along with having an entire in game shrine dedicated to you! You can even have a hand in designing the shrine.
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For our top Reward, you will get all of the previous rewards, plus an entire in-game shrine dedicated to you. You can even have a hand in designing the shrine!
Estimated delivery: May 2013
Comments
Creator longbeach on May 7, 2012
with all the side quest pledges I think there will be plenty of ideas for after ending gaming - many that probably would really disrupt the main story line so an after ending could allow lots more creativity to get everyone's ideas in. I have a unique one that I have to see if it works with their game mechanics
Creator Erik Birger Karlsson on May 7, 2012
Here are my opinions:
I'd vote for playing after the end of the game! Not many JRPG:s has that option and would love to see what quests you could do that way! Be sure to make the players actions actually count, just like in Bioware's Mass Effect games. That'd be awesome indeed!
As for the battle system ... go with the way which is easiest for you! Sounded like the "Default" System was the easiest one. If not, use the other one! ;D
Awesome music by the way. I am so looking forward to seeing more of your development unfold. :P
Creator David on May 6, 2012
I would rather be able to continue playing after I beat the game, as it's an option you rarely see, but a New Game+ is also cool. Maybe that could be added after the game's release?
Creator David Sherman on May 6, 2012
OMG, (tears) I am very thankful that I jumped in on this. The music you sampled is AMAZING. Right to the heart, I love it!
Creator longbeach on May 6, 2012
++ @ Robert
Creator Robert Summerill on May 6, 2012
You could the ATB like they did in Chrono Trigger where it runs in 'active' time until someone's gauge fills, then all the gauges stop and you get the chance to make tactical decisions in that frozen moment.
Creator Carlos A Peralta on May 5, 2012
I think I like the idea of continuing past the end of the game. The only thing that would concern me, is that many of us get bored with things, and need the idea of something 'new' being released in the future. ...please don't mis-understand what I'm saying, by no means am I saying this game will be boring (I'm sure it won't be), I'm just saying many need the concept of something new every few months/years to continue liking things.
Creator Brickman on May 5, 2012
The "default" turn based system is worn a little thin by overuse I think. If you can pull off ATB do so. I'm guessing any effects like "doom" counters could just be handled by deciding on a length of time in seconds to use wherever you'd use a "turn" based on a character of average speed, and if you can't move that fast that's the price you pay for not having a good speed stat. That allows for more tactical flexibility anyways--for example, if you have a skill that in theory greatly boosts an ally's stats for one "turn", the player could try stacking items and buffs on that character until he could pull off two attacks before it wears off, at the expense of other stats like defense.
As for the postgame, definitely do the continuation option. The only time I've ever seen that is in the Zelda Oracles games, where it was well-done and immensely satisfying. Ironically they probably only even bothered in order to support the game-link mode. If you do go the traditional path of including a challenging bonus dungeon you could make the most of it and make the steps to reach it play out in the postgame.
Creator Chad on May 4, 2012
id say ATB over turn based even if it means more time in production, im willing to wait.
as far as end game, hmmm.... i think id prefer to continue after the story is over to see how i affected the world, although if possible i would like that AND a new game plus+ (maybe with different versions of weapons/bosses to make going through it a second time feel different) but i know this is all a bit much considering the budget and time frame. Im really just psyched about a new JRPG.
Creator Jacob Ruman on May 4, 2012
I would love to continue past the end game. So few games allow this, and I would much prefer this over a new game+, although if there is time for both, obviously both would be great.
As for the battle system, I'm fine with both active time and turn-based, either is fine for me.
Creator firesock on May 3, 2012
Definitely like to see a continuation after to see how I changed the world. The impact should be present though, simple new text bubbles wouldn't really work. A noticable, visceral change.
And I'm pro-ATB. It's definitely one of the most interesting systems to come out of the JRPG world.
Also, <3 for removing that scourge of JRPGs, random battles.
Creator Douglas Storz on May 3, 2012
On ATB vs Turn-based battle system: I would very much like the ATB system over turn-based for a few reasons. First, a turn-based system gives each player character and enemy one action per turn (ignoring special states), with speed only being important for determining order of action. In ATB however, speed determines how quickly your gauge fills. This is an important distinction: in the same time it takes your slow, powerful warrior to get two turns, your agile thief might get three. It also allows for interesting strategies, such as allowing your healer to get a turn ready, then leaving them without a command until you need a heal NOW.
As for New Game+ vs Post-game content: I really enjoy New Game+ the most when it opens up new ways to beat the game, ala Chrono Trigger. It also makes trying to maximize your characters less grindy when you can play through the story again instead of just beating on the highest level enemies you can find. I would not be thrilled with post-game content if it was just NPCs congratulating you and giving you the opportunity to finish the sidequests you skipped. However, if you unlocked new sidequests on beating the game (such as an extremely difficult, max level dungeon or something) really piques my interest.
Thanks for listening, that's just my two cents.
Creator Crator on May 3, 2012
First off I defiantly want the ATB system for battles. It's what really sold me on the project. While the more traditional battle system is good it's defiantly not as thrilling.
While I think the idea of exploring the world after you beat the game is good. I would defiantly want the NPCs and environmental to act and look different. Otherwise it's just the same thing we passed by before. If possible I'd defiantly love to have both new game+ and this. :)
Creator R Wilson on May 3, 2012
Not to be a bearer of unwelcomed logic, but couldn't we get new game+ and post-game exploration? The funding provided thus far is nearly 4x the amount requested. If we cannot get both I love games which let you explore/revisit the world to see what impacts your actions had. ASSUMING THERE ARE CHANGES. :) Nothing is worse than a game that claims to let you explore the world post-game and it’s the same as pregame, NPCs don’t respond or react differently, the area maps look the same etc, I’m also not crazy about games like FF13 that just leave you hanging in a big open map post-game to fight harder monsters w/o any additional driver such as story.
Please, please, please, stick with ATBs… One of my main reasons for backing was hoping this would make it in, a true throwback to good gaming. I’m playing an Android RPG now, and it uses the other system its horrible and takes away from the game, I’ve stopped and started playing that game several times over 6 months cause I love the story but hate the mechanics.
No matter what, keep up the good work!
Creator The Odo Faction on May 3, 2012
I am a huge fan of post-game content, and being able to explore the world after beating the game would be a very good idea.
I think that New Game+ needs to have some differences to differentiate between your first playthrough. There might be certain new areas you can explore, or there might be certain characters that only appear in New Game+. Similar to Chrono Trigger, it would be cool if there were several alternate endings that you can only obtain through New Game+.
How cool would it be to have a couple gag endings thrown in there for fun? It would certainly add to the replay value of the game, and it would be a very nice touch to have bonuses like these.
Creator Erin on May 3, 2012
My vote goes to ATB for the battle system. Gives it that little bit of extra edge when things are (well, seem) a bit more unpredictable.
NG+ vs Continue I'm not quite so firmly decided. While conceptually I like the continue option better, it gets irrelevant fairly quickly unless you leave the potential for DLC, or you have non-story things in the game to do. Without something more interesting to do in the post-game than run around reading updated NPC blurbs, I'd have to go with NG+ (at least you'd be able to speed run through to re-live the storyline.)
Creator Dustin Ivey on May 2, 2012
I would definitely prefer being able to play AFTER you finish your game. Seeing how what you did change the world. As far as I am concerned, this type of thing is better then New Game+ ALWAYS.
As for the battle system, I prefer ATB battle systems, but if it were switched to a turn based non-atb battle system I would be ok with it.
Creator OniBarubary on May 2, 2012
The best way I could think of to do a New Game+ model would be to really give people a reason to play the game over again. Simply playing it through at a higher level, while entertaining, may not be enough to keep people going. However, if you change the game in a New Game+, well...people will try to find these changes. I'm not saying that playing it through on a New Game+ will alter the story (though that would be a really good idea, if it didn't take so much damn effort) but you could make new scenes, new bosses new areas. Maybe an invincible boss early on can be defeated with your new godly powers so that you can actually explore a new area. Or see a new cutscene. Maybe you could do a system similar to Breath of Fire: Dragon Quarter in which when you play it over again, new scenes unlock that flesh out the parts of the game that weren't shown the first time. New areas open to let you see those parts. New enemies show up to enhance the story. Something of that nature might make the game being played again worthwhile.
If a post-game is chosen, then it's best to stick all the optional bosses and hard dungeons and everything else there. Continuing the story is especially good. A new evil doesn't have to show its face for a serious "whoops, world wasn't entirely saved" showdown, but there can still be a reason for the characters to continue.
Creator longbeach on May 2, 2012
I do favor turn base more but if there was an active time system make sure there is an easy fast pause and also save game at anytime - a lot of people don't want to be punished for slippnig on the controls when they knew what to do but didnt execute. I know that is a rush for some but for a long RPG having a Fallout 3 save system is great for everyone.
Creator Charles Wright on May 2, 2012
Hello, just found out about this kickstarter project and have made a 35 dollar pledge. I am very interesting in seeing this old school game with new school appeal! getting back on topic, I would prefer the continuing adventure aspect of the game rather than starting from a new game +. In all honesty (with a few rare exceptions like Chronotrigger and Xenogears), I rather replay a rpg once I finish it, game + or not because I don't like starting completely over, but with the system you're talking about, I can definitely see myself continuing on and figuring out how my action effect everything. Really like that idea.
As for the Turn-based system, well in all honestly, I rather prefer the active time system myself over what you're talking about, but I'll be open-minded to your system as well.
Creator Ghong Yang on May 2, 2012
Sorry I mean Tales of Legendia
Creator Ghong Yang on May 2, 2012
The closest thing to this would be Tales of eternia...That game was epilogue x each character after the game ended, NUTS!
Creator Ghong Yang on May 2, 2012
Continue venturing!! Random events!! added DLC !! Crazy cows!!
Creator longbeach on May 1, 2012
I'd say we should do after game quests. I say 'we' since i just jumped on the design a side quest pledge :) Looking forward to bouncing my ideas off your team while trying not to learn too many details that spoil the game for me!
btw - how can you have limited reward for $200 level but not for $250? you have 23 side quests pledges now?
Creator Seizui on May 1, 2012
Byron: ...That. That was a good correlation. I remember I wanted to mention The World Ends With You as an example of handling an epilogue, but forgot to do so. Thanks for taking care of that.
Creator Byron Thomas on May 1, 2012
Definitely do an after game quest. Its always better in my opinion because it forces the player to explore the world more. Look at Pokemon gold and silver. Everyone was happy to beat the elite four. Then you were like "Woah, I can go to Kanto and beat the gym leaders over there!" Plus it gave you other little thing to do like meeting the broken up team rocket. Also It would be really awesome to have extra stuff to do. Another great example is The World Ends With You. After you beat the main game they give you a special chapter where its an alternate universe and you have more missions to complete. But what ever the case definitely after game options.
Creator Ian Richard on May 1, 2012
I should add that some games that are really character driven, like Persona 4 for example, have an emotional parting at the end; while it makes it feel sad, it gives you a chance to experience the emotions associated with parting ways with the characters you've come to know and love, which adds to the impact of the game, in my opinion. So perhaps working something like that into the story (depending how you've written it to begin with) might be a nice touch at the end, i.e. maybe the player has a day to explore the world they've saved, after which they must depart for home or some such, but it's up to the player to decide when they're done saying goodbye to everyone. Just an idea. xD
Creator Ian Richard on May 1, 2012
I'm fine with active or standard battlemodes, though I like your idea of being able to explore the world after you've finished the game already might be nice! I rarely play New Game + modes because except in the rare occasion where you have alternate ways to end the game if you're much stronger (i.e. Chrono Trigger), which can be frustrating if you only feel like playing through once, they usually just make the majority of the content too easy. Your idea might prove to be a nice epilogue to the story, allowing players to take as much or as little time as they want or need to settle things out and have it truly feel resolved (I totally know what you mean too - some games seem to have a credit roll come up so suddenly).
Creator Saphirweapon on May 1, 2012
Both versions of a new game are interesting on there own.
Continuing after the final boss and see how the world you just saved is reacting on that will be great. It will be even more great if you can get gifts and rewards from the people that will help you with harder optional bosses in the game. A big benefit of that version is also that you can easily travel across the whole world to complete new quests and reach certain new monsters. A downside might be that everything is separeted from the main games story (as you just saved the world what could come after that if there is peace ?) and that there would maybe be unlogical and for the player useless things.
So that said a complete new game coming with story changes might be the best solution when it comes for getting people to experience the world. Do you remember Castlevania: Symphony of the Night ? How many people killed Richter and thought the game is over ? Having to find certain items to uncover the "truth" and the real enemy was brilliant. So what about making a regular game with a story and some ending that doesnt feel right and too simple ? It would force people to explore the world even more for hints. After completing that "first" game people that found certain hints could discover the truth about the real enemy. When starting a new game now with this knowledge (and/or certain items) the game could make all monsters even stronger, add new ones in known areas, add new areas, add new storylines or go deeper into old ones. The world could be more rich as your knowledge of it has increased.
Of course you could ask why not making this possible all in the regular game. But doing so maybe would make the game to big and/or too challenging for some people. Creating it in that way would make different difficultys useless and maybe easier to programm (as you can modify existing monster, areas and boss battles instead of programming complete new ones). Everyone could just play it the way he wants. If someone beat the final boss and is happy, alright. If someone wants to dive deeper into it, he got the chance to do so.
Creator Ryan Stanford on May 1, 2012
I say continue after the end of the game, but I think it only works if there is some stuff you can do in this saved world, like maybe post-game side-quest or visible 'fixes' to the world. Something like hidden dungeons or bosses never hurts, either.
Creator Henrietta on May 1, 2012
I would prefer an after-ending chapter. I don't always play through a game a second time directly after I beat it, and with NG+ I feel as if I must to get the whole story. So my vote for epilog.
Creator Trevor on May 1, 2012
I would love to see something like the did in FF6 (i think) were you continue on and there are HARDER additional world bosses so after you collect all your loots and lvls you can try out your skill against some real challanges.
As for the combat system im old school and in my opinion turn based games offer much better and more finely tuned battles that are the most interesting. Both are good options and enjoyable but i think turn based usually works out better.
Creator Brian Lowely on May 1, 2012
New Game+ will be better for me as I enjoy playing through the story once again.
Creator B.Lacayo on April 30, 2012
I'm of the belief that New Game+ is for added challenge or alternate endings, while epilogues are meant to add to the lore with post game content. I think epilogues generally contribute more, but there needs to be a solid plan and direction for it, otherwise a New Game+ is easier to execute well, especially with limited resources.
With respect to the battle system, as a programmer I'll throw my hat into the default pool. I don't think I need to say much other than understanding where you all are coming from.
Creator Grant on April 30, 2012
I would definitely enjoy having both, but if there is a cutoff in resources that implementing both can't happen... hmm. I think I have to go with continuing to explore the world to make sure I picked up everything without having to revert to old saves.
For the combat system, I have no preference at this time.
Creator Jason Erick Taylor on April 30, 2012
On the combat system, I an a big fan of CT and FF's Active Combat, but I might rather see it more like Secret of Mana to be honest.
Creator Jason Erick Taylor on April 30, 2012
I liked Game+ concept in Chrono Trigger (for example), it was neat to be able to replay the game and beat it at different times to get an alternate ending. I don't ever remember playing an RPG that let me play after saving the world. I would love the chance to go around and see how the world is after villains have been dealt with. Also, it would be great if it was a little sandbox-esque. Incorporate those silly little social games like farming, cooking, monster hunting, etc. Also adding a social network gaming aspect to the aftermath world would be great! As it stands, my vote goes to playing after saving the world.
What would swing be over to Game+ is if there were certain aspects of the game that was randomly generated everytime you started a Game+ (kind of like Diablo dungeons). Things that could be randomly changed is endless, here are some of my thoughts: Storyline quests that take you down different routes, when certain characters join/leave the party, monster placement/level. Main NPC roles in the game (some villains and goodguys swap alignments/roles), Names of items or other things, Place of things (items, chests, cities, NPCs) that the player has to find. If Game+ did that, which I've never seen, I'd vote for it.
"Z"
Creator Monica Caples on April 30, 2012
The battle system doesn't matter to me. I think you should choose whatever you find to be easier to program. However, I absolutely love the idea of adventuring after the end of the game, and seeing how the world changes after the official story is over. Totally awesome.
Creator Gregory Frank on April 30, 2012
My vote on the end game is can we have both? I like the idea of being able to continue after the game is over, but new game + is really what helps me to want to replay the game.
Creator Kronno on April 30, 2012
I vote for the Final Fantasy X style Combat system (as others have). That way speed actually permits more actions, and there can be special powers who's advantage is that they put you back in the queue sooner. The "Default" system has some advantages I suppose, but I find it has too many disadvantages; It breaks immersion, it eliminates certain tactical options, and it put a hard cap on how useful Speed is as a stat.
Creator meiam on April 30, 2012
I also vote for the FFX combat system, nice in between, I always find that the Dragon quest combat system is very dull and you end up with weird stuff like rogue/ninja class being useless since they attack as much as warrior but for less damage, and the only class for who speed is any use is the healing one.
As for the post game option, redoing the entire world for post game would probably take a lot of time and end up with a lot of very simple quest or random dungeon. It seems like it's a case of choosing between 10 hour game with 5 hour of post game or 15 hour game with NG+. The story writer would actually be the best person to ask for this, I hate when game make the story go on for longer just so they can make the game last longer, if a story is done, just finish it. On the topic of story, since this is a small game and you can maybe "afford" to take more risk compare to super budget game, try to make the story somewhat original, like try to avoid "you're a knight but run into the princess who reveal that her father was killed by the evil uncle and it's up to you to save the kingdom and over the adventure fall in love and blablabla".
Creator Ben Balmaceda on April 30, 2012
1. Having played everything from the Tales series to FFXII to Chrono Trigger, I could safely say that I'd much prefer the ATB system. However, seeing as you guys are having difficulty with it, I'll allow the Default system.
2. Tales games have great New Game+ options in the sense that you have to pay in-game Grade points to carry over bonuses and stuff. That way, if you play your best, you're allowed to go nuts in your next playthrough. Maybe have a system like that. If not, then have the continued story with stuff like secret, extra bosses and maybe a few exclusives sidequests.
Creator David Workman on April 30, 2012
I'm fine with being able to explore the world after the game ends, as long as the main story doesn't end like Skyrim. I spent a good 5-10 minutes making sure that I had actually beaten the main story.
Creator Christopher Williams on April 30, 2012
I vote for the Default battle system since I love traditional turn-based systems and I love the idea of exploring the world after I've completed the game.
Creator Christopher on April 30, 2012
How About doing a Poll ? It would be Easier for you to See how People Think about the "Options" you gave.
About my Voice to the End of the Game, I don´t care im sure your Team works it out the Right way,
However,..
Important to me is the Combat System A Chronotrigger real Time Fighting is Fine with me !
Well,..
Creator Silvernis on April 30, 2012
I like the idea of continuing to play in the world after beating the game, rather than starting a new game. I think it gives the player an opportunity to feel like they've done something and had an impact on the world.
I have abstain on the combat system.
Creator Jason St-Hilaire on April 30, 2012
1) I vote for revisiting places after beating the game. Add an extra-hard dungeon if you can (or maybe as DLC?) and it's perfect for me :)
2) Good to know I'm not the only one who loves the FFX combat system. I vote for CTB instead of ATB, but like I've also seen in the comments, a "jump-in-front-of-the-line" approach a la Xenosaga 1 could be interesting (but maybe harder to implement?). But if I have a choice only between ATB and "default", then I'm going with ATB.
Creator Mattias Aronsson on April 30, 2012
I would love to be able to play after the end of the game! Newgame+ is kinda fun but not as interesting as continue in new world. I think things like, yeah I beat the boss but what now? Was all the "bad guys" only mind controlled by this one or why would the world be safe by now? There should be lots of work left until the world really is a safer place. As for battle systems I like both... both have good and bad points. I think my liking of the system is not in the actual battle part but rather in the way you unlock and use new skills.
//Mattias
Creator Florian Meinke on April 30, 2012
The continuing option sounds great for me. I'd rather see this than an NG+ option. Also, I really loved the Crono Trigger battle system.
Creator IamHowie on April 30, 2012
I wouldn't agree. Revisiting old venues only works for open world games. They way I see it you're not making one. So instead of letting players run around the world, why not just list out the outcomes of the important places like Fallout 2? To avoid bugs and some inconsistent events you may encounter.