Podcast #11: Cliches

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Episode eleven is here, and we talk about cliches in your RPG games. Our hosts ReynardFrostDespain and Kilim weigh the pros and cons of using cliches, when they might be worth using, and take a look at some of the common cliches and why they’re cliches in the first place.

This week’s Play or Flay segment takes a look at JANK’s The Last Werewolf.

iTunes link
https://itunes.apple.com/us/podcast/final-boss-blues-podcast-feed/id577436222

The Last Werewolf topic
http://forums.rpgmakerweb.com/index.php?/topic/6863-the-last-werewolf-inspired-by-breath-of-fire/

4 comments

  1. Girostrike says:

    Awesome addition to the series. I started hearing the podcast a few days ago, caught up, and have been eagerly waiting for this one. Loving all the Metroid references and you guys make a lot of great points. I pretty much scrapped most of what I had but I don’t feel bad about. As you continue to do more of these I will make a valid effort to take all that you guys mention into account as I go about making my game. Thank you guys very much for the time and effort you guys put into helping the community. Keep up the good work.

  2. DBAce9Aura says:

    I’ve got a couple of things to say in regards to the whole cliche thing:

    I’m on the fence in regards to the young protagonist thing even though I can definitely see why there’s a scathing hatred for that type of character, especially with the whole “medium to high” military rank aspect.

    I also don’t really like the healer babe thing, which is what’s getting to not really have a dedicated healer/tank/dps/etc. character at all.

    And that’s I got to say for now. It’s great that this podcast is back into full gear.

  3. The Pristine says:

    Your podcasts are incredible! I recently listened to them all. But I have a few questions that torn my mind. In some podcasts, you told about packing battles with action, so as a battle popups the player could say: “F*ck yes, a battle!”.
    But how do you personally implement this? And in enemies on map encounters?
    Moreover, I get how to make memorable characters and NPC, but what about enemies? For sake, how do you instill epicness in your story? How do you make some courses of action epic? Such as: “Holy mackerel, we have to stop/do/make this! We got to kick his legs!” etc.

  4. Spacecookie says:

    It’s good to hear that this sort of stuff is still being debated. One thing I’d like to say is that the roles, like healer, paladin, or whatever are derived from defined gender norms in every day life. Women are supposed to be nurturing and healing in every day life, which is why when we do otherwise, it draws negative attention and disapproval, and it’s the same with men and their imposed gender roles, protector, aggressive character types etc. Even though they define a very narrow area of humanity, the boundaries are still automatically accepted and even enforced, especially within traditionally controlled cultures, usually with religions dictating morality and the roles of men and women in relation to their precepts.

    So nurses are traditionally accepted as women, soldiers are men, etc etc. Even though today there’s plenty of cross over in real life, a lot of people will still automatically assume gender related to job, and so it gets translated to in game roles too.

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