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 Seems totally different, right?. They are. But they have somethings in common. Let's review them...  PC Presence: The PC MUST have an image. 
			This image can be a sprite or a 3D model, but it's a way for representing the PC.  PC Movements: Maybe 2D sprites have 
			less expressivity than 3D models (in moving, in attacking...) but both of then CAN move, CAN attack, 
			CAN defense themselves.  NPCs Presence and Movements: The same 
			can be said about NPCs  World: Yes, it's very difficult to call 
			world to a little row of trees (see FF-I Image). But IT IS a world. Has its physics (very standard, 
			just move a PC or NPC in the same row), its shape (the trees), and PCs and NPCs can be in any place 
			(well, limited to three columns). The FF-X world is ver complex, rich and complicated to make... but 
			it's ONLY a world.  Menus: Only text, or a very advanced, 
			visual-rich GUI... but in the heart both models want the same: Give you the control of your PCs, 
			give you the possibility of manage your PCs actions.  Laws: When a PC hits a NPC, or when a 
			NPC hits a PC... in the three systems there must be laws about what happens with the entities of 
			your world. If they are damaged, if they are poisoned... below the graphics, all these 
			laws exists.  AI: The NPCs have "brain", they can 
			choose what are they going to do. In all systems (2D or 3D) 
				 
 This time we have even more variety: BoF2 is a 2D CRPG, BoF4 is an isometric (using 3D engine) CRPG, and BoF5 is a 3D CRPG. The three games "share" one hero - Ryu. But they share more things:  PCs. The same as in battle: PCs (and 
			NPCs) have a presence, has movements, ... but does not matter if it's 2D or if it's 3D: all games 
			have these things.  World: Also the three has a world. 
			More detailed - less detailed, with more real physics - with less real physics... but it's only 
			a world.  Interaction: In the three games 
			there's interaction between the people and between you and the world (i.e. you can fish in BoF4 
			in the same map you're walking, but in BoF2 you must access to a new map). More detailed or less 
			detailed, but "only" interaction.  Menus & Laws: The same said for 
			battles applies here. 
				 But the most important thing: The design. Professionals have more experience in creating CRPGs, so they can make things better, or more interesting (at least they try to). They change how weapons are used, how magic is adquired, how you can explore your world, how you can use your PCs (One example: The grid system in FF-X. It's a way for levelling up, giving the user the power of choosing how he wants to level up his avatars)... all of this with a goal in mind: To give the user a more enjoyable experience. 
				 
 Now, put some graphics. Put some history. Put some nice camera viewpoints, put some cutscenes, put some gameplay. What do you have? 
 Final Lesson: When you're going to do a game, don't add everything at the same time. Make "The core" of your game (as you saw in this lesson there is a "core") and start adding things. Start testing, start including more AI, more techniques. And maintain your "core" for testing new features. You'll not regret it. | ||||||||||