thank you again for the complements on the art. I only hope that the environment concept art comes out as well as the characters, lol. while I do enjoy the nice words on the art, I would love more feedback on what you guys think of the characters, mostly because their story arcs really are about the first third of the game's story. This is why the description on the story may seem a bit vague.
@Eidolion: About the systems, there are four main parts of rpgs, especially with jrpgs, that I feel have stagnated, and need to evolve. These include; the way your characters level/develop, how the player can interact with the environments in the world, how you can interact with cutscenes, and most importantly, the battle system.
Character Development: This is one of the systems that hasn't been fleshed out yet, but I do know that it needs to be improved on. Most games either have strict, set paths that the character can develop on, like the sphere grid, or they have no path at all, like materia or the license board. This either results in a lack of choice and direction, or completely mass produced characters. While I'm not sure how yet, I'd like to make a system that gives the player options and makes leveling fun, and unique.
World Interaction: This is something that a LOT of rpgs haven't done anything with. In a lot of rpgs, you can't even jump, let alone interact with the world in an engaging way. I mean take FFXIII, in that game there was no interaction with the world what so ever. Finding treasure was as challenging as looking for tiny side roads. In our game, not only can you interact with the world, but puzzles naturally occur with the game that you have to solve. Some create shortcuts to new areas in the world, others can lead to very valuable treasures or intense boss battles, and others can lead to story areas.
Cutscene Interaction: Probably the only category that's actually seen progress, games like Mass Effect have done wonders with cutscene interaction. Our system will be similar, only more actions will be controlled by the player. For example, when the game begins Ashley's arc, she is making origami for one of her siblings. Rather than watching her, the player actually helps create the origami.
The Battle System: This one is paradoxically the most important system to me and the least developed yet. I want to create a system that is both strategical, interactive, and fast-paced. Turn-based systems, while offering the time to create strategic systems, have become extremely slow paced. Action based systems on the other hand don't offer enough time to think, but they pull the player in. There's a sense of urgency and action. I want to find a way to combine the two.