PROPER ENEMY DESIGN II OF V

Roles of the Enemy

Proper Enemy Design II of V

Role of the Enemy - Making your enemies noteworthy.
Roles of the Enemy - Making your enemies diverse.
Power of the Enemy - Making your enemies fair.
Strategy of the Enemy - Making your enemies smart.
Allies of the Enemy - Making your enemies work together.




Preamble

Everyone who's played RPGs in the last decade should be familiar with the rubric of Fighter, Mage, Rogue, Cleric. It's been ingrained in our minds since the beginning of RPGing since the forging of the genre; most RM* users could tell you that the four core standard stats are Attack, Magic, Speed, and Defense. The idea is that each of these standard roles fills a niche in-battle - hit things, hitting things harder but inconsistently, hitting things more consistently but not as hard, and undoing the hits you take. It's simple, solid foundation that has survived several decades of tweaking and experimentation.

The idea of "nothing should be able to do everything" is a fairly simple one, and essentially boils down to this: everything in an RPG - friend or foe - should have a weakness. This is not limited to elemental properties or stats; the inability to do something or hurt certain combatants can also be a weakness.


The Roles of the Enemy

Enemies should come in all types, varieties, classifications, breeds, ilks, sort, molds, orders, and persuasions. Diversifying your enemy sets virtually never has a drawback except in the most extreme cases; and assuming the slightest hint of common sense in the part of the developer, a diverse bestiary of foes will almost always add much more to the depth than it will detract.

As much as mechanics vary from game to game, there are some time-tested and oft-recurring roles for your enemies that are worth considering, if for nothing more than players' familiarity with them! Although this is by no means an exhaustive list, you should be familiar with:

The Berserker
The standard berserker in an RPG will have the sole option of Attack; but will be very adept at its use. It often boasts an outstanding physical offense, accuracy, and critical hit rate when applicable, with corresponding loses in defenses. Often, they will be vulnerable to accuracy or attack debuffs that render them rather simple to dispose of, but if left unchecked they can cause massive problems for the team.

The Utility Attacker
Utility attackers are berserkers with spice; they usually lack the punch of a pure berserker, but added effects often make them an equally dangerous foe. They might use priority attacks to ensure they go first, inflict Poison (or worse) on contact, or drain the damage they deal to restore themselves. Sometimes, utility attackers will use skills that announce these effects (e. g. Venom Tackle); other times these effects can only be observed when they trigger. Be careful with the latter - springing a surprise 10% death chance on contact will often confuse the player as to why they died, to use an example.

The Mono-Nuker
A run-of-the-mill mono-nuker is a caster of a single elemental-damage spell, or multiple elemental-damage spells of the same element. It often has a flipped version of the berserker's stat spread, running high MP and Magic offense, with a similar lack in the defensive department. They're often even more skewed towards offense, being vulnerable to free physical attacks while being far more damaging. They are usually completely shut down by draining their MP or by silencing them.

The Multi-Nuker
An upgrade of the Mono-Nuker, Multi-Nukers carry multiple elemental attacks that make prediction more difficult. Some may have a set pattern or cycle of elements, others might fire off elements at random, rendering them mostly unpredictable. A sub-set of this type of enemy might carry a "main" element along with the weakness of the PC that resists its main attack, allowing the enemy to dispose of its foil with ease.

The Enfeebler
The other offensive breed, Enfeeblers eschew direct damage for crippling status effects. Enfeeblers' status conditions tend to be more powerful than those that are attached to the attacks of Berserkers or Nukers; a Berserker's attack might carry Poison, while an Enfeebler would cast Sleep, Charm, or Petrification spells.

The All-Round Wall
Rarer than more offensively-minded adversaries, the standard Wall is just plain difficult to kill. This often stems from a hefty HP value, although having high defenses on both sides of the spectrum (if applicable) isn't unusual. Walls often have support and status moves befitting their weak offensive stats; if a Wall is offensively capable it's usually more of a mini-boss than a defensive mob.

The Dedicated Wall
A sub-set of the above, the Dedicated Wall favors one defense over the other -whether this means it trades Defense for Special Defense or HP for Evasion will vary from game to game. This means that this particular enemy will be vastly easier to kill with certain characters over others. A creature doesn't have to rely on stats to be a dedicated wall - a silencing enemy can be considered a type of dedicated defensive enemy.

The Offensive Supporter
These enemies will enhance their allies or weaken the player in ways that result in more damage dealt by the other enemies in the troop. Attack buffs, defense debuffs, negation of elemental resistance, and casting berserk spells on allies all counts as offensive support.

The Defensive Supporter
The exact inverse of the above, these enemies serve to reduce the damage that the troop takes from the party. Defense buffs, Attack debuffs, Blind status, and elemental shields all serve this purpose.

The Healerbitch
These are guaranteed to be the player's first target in any enemy formation - Healerbitches, well, heal things. HP restoration, status recovery, regeneration, or - god forbid - revival are the most common forms, although more creative forms of healing, such as HP transfer or HP/MP swap, are certainly possible.

These roles are generally balanced without concerns like EXP and gold payout, rarity, troop size, and the like taken into account. By using these and other variables, you can create wandering minibosses, Metal Slimes, or whatever you feel is fair. As stated at the top, this is by no means an exhaustive list and mainly serves to lay out some terms for later articles. This could serve as a quick-reference for inspiration when designing encounters if you feel it helpful enough. Observant readers will notice that synergy is not discussed - this is to be touched upon by a later article.


TL;DR

Enemies should have clear advantages and disadvantages; not only does this include resistances and weaknesses, but also what it can and can't do, who it can and can't hurt, among other things. Making enemies from a single mold is too restrictive, while making each one utterly unique destroys pattern recognition and turns each fight into a coin-toss guessing game. Diverse, but recognizable roles are one of the key aspects of a engaging, strategically deep troop of enemies.

Posts

Pages: 1
The all around wall will usually not contribute to anything else than wasting time. The player will just kill off every other enemy and take care of it last. Without good offensive capabilities it doesn't pose a significant threat. The only reason defensive characters work for the player is because the AI is usually not smart when it comes to targeting will will happily hit the plate clad warrior instead of the robe wearing mage.

There are tricks to make defensive enemies meaningful, but by default they are just a waste of time.
We're working on some thieves right now, the stripe that actually jack your stuff. What role do you think would work best for them? The theory would be that they can steal one of your healing or combat items and use it against you. Might that be a Utility Attacker, a Multi-Nuker or possibly an Enfeebler?
LouisCyphre
can't make a bad game if you don't finish any games
4523
comment=34795
The all around wall will usually not contribute to anything else than wasting time. The player will just kill off every other enemy and take care of it last. Without good offensive capabilities it doesn't pose a significant threat. The only reason defensive characters work for the player is because the AI is usually not smart when it comes to targeting will will happily hit the plate clad warrior instead of the robe wearing mage.

There are tricks to make defensive enemies meaningful, but by default they are just a waste of time.
Have you ever heard of stall tactics? A wall that sets up residual damage, such as poison, damage fields, and thorns (return a % of damage taken to the attacker, think Diablo II) can be just as threatening as an enemy that mounts real offense - which would befit their higher defenses well. This isn't quite overlapping an Enfeebler, since they focus on more severe status.

That's not to say that you can't blend or ignore any of these as you see fit.

comment=34807
We're working on some thieves right now, the stripe that actually jack your stuff. What role do you think would work best for them? The theory would be that they can steal one of your healing or combat items and use it against you. Might that be a Utility Attacker, a Multi-Nuker or possibly an Enfeebler?

I think that would fall under "douchebags who jack your shit" unless they do other things as well.



EDIT: oh god did I really forget support roles

really, chaos?
LouisCyphre
can't make a bad game if you don't finish any games
4523
Updated with Offensive Support / Defensive Support / Healerbitch.
comment=34823
Have you ever heard of stall tactics? A wall that sets up residual damage, such as poison, damage fields, and thorns (return a % of damage taken to the attacker, think Diablo II) can be just as threatening as an enemy that mounts real offense - which would befit their higher defenses well. This isn't quite overlapping an Enfeebler, since they focus on more severe status.

That's not to say that you can't blend or ignore any of these as you see fit.

That could work if the poison damage is high enough. That would be one of the available tricks to make the enemy a viable threat. Thorns type of damage could also work if it's combined with something else.

We're working on some thieves right now, the stripe that actually jack your stuff. What role do you think would work best for them? The theory would be that they can steal one of your healing or combat items and use it against you. Might that be a Utility Attacker, a Multi-Nuker or possibly an Enfeebler?

I would suggest you first decide how you want the player to deal with the thieves. Other than the obvious "kill it ASAP", the player could also make sure there's never anyone for the thief to heal if he steals a potion. The player pays attention to when the thief acts and choose attacks so that one monster will be killed, but none will be left wounded, between the thieves turns.

Once you have decided what option you want the player to have when dealing with the thief, you can decide what other skills the thief should have. However, it strikes me that what role it has will largely depend on what item it steals. If it steals a potion, it becomes a healer. If it steals an offensive item, it becomes a nuker.
For straight up attackers, I usually make subsets like Quick Striker (really high AGL, weaker ATK) and Heavy Hitter (low AGL, high ATK). For the Utility Attacker, a group target physical attack is a common variant.

As for Walls (or Blobs, as I call the ones with really high HP and not much else), I usually give them a dummy move like "Observe Battle" and a rarely used (or used late) skill that is moderately powerful. So, yeah you can let them hang around in battle till then end because they are usually ineffective, but eventually they will use that one special attack that HURTS.

And I don't know if this is a role per se, but I often throw in Physical Immune enemy types and Magical Immune enemy types (ghosts and golems, usually for me).

EDIT:
And sometimes it is just satisfying laying waste to high HP low DEF enemies, because you feel justified in using you nuke spells (and MP) to drain the high HP.
I would really love to see you continue this series, as I am having to teach myself a lot of this stuff as I go along. A little more direction/theory would be great to help make it more intuitive for me.

So far, though, I like this series. Very helpful. :]
Pages: 1