And now, I'm just dumping a list of things I'd like to be able to do with Severed Chains.
I'm not saying I expect all of these things to be stock features, in fact I'm fully aware that some of this stuff is extremely pedantic, but well, that's the nature of the post.
1 - Meaningful Gameplay
- Party of seven. To my awareness this is something that a group is working on, so there's nothing really to add here, I'm just affirming that I'd like to see it in action because I want to use all the characters (even Shana, despite her being Shana and therefore boring), and it'd also be interesting to explore how to balance it.
- Item Storage, accessible from save points. If you pick up an item that you can't fit into your bag right away, it goes here instead and there is no limit to the amount of items that can be stored. This seems like a nice in-between of the retail item limit and just expanding the retail item limit.
- "No counters" setting for Additions, in addition to normal and automatic. I find counters to be poorly implemented due to how abrupt some of them can be (Rod Typhoon) and how the long delay after processing a counter completely destroys the rhythm of the Addition. It'd also be interesting to explore how to implement them better, but a "no counters" setting is probably the path of least resistance.
- Setting to enable Additions to level up within a battle, for example such that doing Madness Hero for the 60th time will yield 120 SP as normal, but the 61st time will yield 150 without needing to go into a new battle. I imagine this with a "Level Up" graphic, probably borrowed from the results screen, to make it apparent that this is happening.
- Setting to enable knocked out characters to receive experience. This is absolutely to do with how there's one situation where a character losing experience because of this is unavoidable. If you know, you know.
- Ability to skip non-FMV cutscenes. Related, while it might not fit as a stock feature, it also would be kind of nice to have an auto-story button in towns which will cause Dart to automatically move to the next checkpoint to advance the plot. I imagine that in particular this could serve as a helpful option in Fletz since that... is Fletz.
- No EXP setting, so as to be able to farm them Bandit's Rings, Dancer's Rings, Sachets, and what-have-you without bloating your gained experience. If you have it on for a boss, that's your own fault.
- Setting to change boss (and Magician Bogey) item drops to 100%. I find bosses having sub-100% rate item drops to be very ill-conceived, and I don't think the game should be doing that. Could also extend to a general cheat that forces the next enemy taken down to drop its item, for if you don't even want to farm those special items in the first place. I do acknowledge that having four Magical Hats on Disc 2 is very likely to break the game if they're taken advantage of, but you can just not use them or sell them if it means that much to you. Or turn the setting off for the Bogeys and turn it back on after the fact, if it is a setting. I have been told that this should be doable on the user end soon-ish, but I'm still restating it here to be as complete as I can be for this list.
2 - Nitpicks
- Ability to disable the play timer because I find it annoying. Ideally it should display as either being jammed on 0:00:00 or as -:--:--. If there are concerns about tomfoolery, I could see this being something you have to turn on when starting a new game and which cannot be turned off ever. Ideally, the time should not even be counted behind the scenes, if the question is "How long have I been playing?" then the answer is "I don't know, you told me not to count."
- Ability to prevent run-on counting. For example, making it so that when an Addition is done 80 times, the display says something like "Master" instead of 80/--, and likewise upon reaching the maximum Level or Dragoon Level the EXP counter changes from numbers to just say "Master" or something similar. This is, again, because I find it annoying, and again ideally the counting doesn't even occur behind the curtain, the game just completely stops counting once there's nothing left to count to and writes the values off as "[Amount] or higher, I don't know, I stopped counting."
- Optional information display with different counters that can be activated or disabled separately. One to list how much treasure including Stardust is in an area (both on the map where you currently stand and that overall area), sensitive to treasure that exists but which you aren't supposed to be able to get yet (such as the Hellena 2 items) and one to list how many non-repeating actions you can perform (NPCs that say one thing then loop saying another, etcetera). The latter should ideally also come with some kind of information display on the world map to point you toward out of the way limited time events (revisiting Seles, Bale, etcetera).
- Setting for fast magic. Multi items used by the player excluded for obvious reasons. I am aware there is a fast forward button, that is why this is under Nitpicks.