User blog:IsGamer13/Dim. Admin's RPG Features

This blog's intention is to explain the game's genre and it's actual core gameplay, I feel like it should be stated since this game lacks explanation on the most important part of it, so without further delay, let's begin:

Introduction
So, what exactly classifies Dim. Admin as an RPG? Well, it's not hard to explain, actually, my intention for this game is that you are role-playing 2 characters, which develop in a wide world open to explore, where your options are not restricted to linear storylines or straightforward systems, but actually to your imagination and how far you want to go in this game, take it as an exploration game that tells many stories, which have relevance on a main story with two characters as protagonists in it.

Explanation
If the introduction was not enough to clear your doubts, then this should clear most of the questions, please take your time, because this is going to be long.

First, why RPG? Well, RPG stands for Role-Playing Game (just to clarify), where you are role-playing a character, in other words, you're playing the role of something you might never be, be it real or a fantasy, now with this, what makes Dim. Admin an RPG? The storyline is the main proof, it's lenghty and full of content. At first it's kinda linear, it tells a story of two entities (which happen to be twins) exploring the world to exterminate something they don't know much about, but have the determination of knowing what it is, later on, however, the storyline expands to many areas, allowing you to explore every and each of them in detail, letting you take on different adventures and experiences at once.

With that explained, let's move on to something that kinda defines the base of a solid RPG, the combat system, this game flows in a turn-based combat system, where your decisions will affect the battle's flow in a big way, making you think your decisions everytime you're about to choose an action for a character, don't think that this game is actually hard just for that, but it will actually reward you for wisely choosing your decisions most of the times, it also gives purpose to the battles (specially the boss ones) and adds an extra spice of difficulty and interest to them. I am not planning to make it a grindfest and will try to make every system viable for leveling up, being a mix of grinding while turning in questlines, taking two birds with one stone.

Now, how to make it so the game doesn't feel bland at some point? Well, the main story of the game is kind of straightforward, while the extra story (or post-game content in other words) is pretty much open to exploration, this is the concept I should explain. I feel like exploration RPGs allow the player to have freedom to take on whatever they want to do in the game, instead of being restricted by something that greatly hinders a game's gameplay quality and originality. I don't want to heavily focus on exploration, but I want to make it in such way that exploration becomes a fun, interesting and relevant part in the game.

Last but not least, the characters for this game might have a purpose and a story to get involved into, as I mentioned earlier, this game will tell many stories that have relevance with the main story, and characters shouldn't be an exception (because you're practically playing as them in one way or another), I don't know how to explain this yet, but I am pretty sure a solid story will make it so they don't feel like they don't have any purpose in the game (besides of the protagonists).