MAKE THE PLAYER USE OFFENSE

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LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Games where I personally played that way:

Etrian Odyssey games
All the Shin Megami Tensei and Persona games
Wild ARMs 3, Wild ARMs F
Dragon Age, Dragon Age 2
Lufia 2, of all things
Diablo 3 (one party member, but still valid)
World of Warcraft, before the expansions (which fixed this problem via better boss design)
FF Tactics hardtype hack
Most hardtype hacks I've played of almost any RPG, actually
Lots of indie RPGs (which usually have better difficulty than commercial RPGs in general, due to the difficulty being dictated by game designers instead of by producers)

So basically, in almost every RPG I can think of where there was A) actually any way for the player to lose a battle other than simply not understanding the battle system and B) any quasi-significant degree of party customization, this was a problem. Most commercial RPGs don't have the first of those two things, so if your RPG-playing experience is made up entirely of cut scenes broken up by mindless button-mashing, I can understand you not "getting it."
the only game on that list with which i'm well acquainted is lufia 2. i don't recall ever having to turtle - but i never recall it being very challenging, either. for whatever reason, it looks like we had different experiences with the game, so i'll give you the benefit of the doubt.

i haven't spent much time with etrian odyssey, but i would expect your turtling potential to be finite unless you deliberately chose a heavily defense-oriented party. is this not the case?

it's interesting, though, that the list consists mostly of harder games: those with a reputation for difficulty, hardtype hacks, indie rpgs; and explicitly excludes those you feel provide little challenge. it's well established that in easy rpgs, the dominant strategy tends to lean toward offense (i tend to think 3 attackers and 1 healer, versus the 3 healers and 1 attacker you suggested above). but must the converse be true, that the dominant strategy in a hard rpg is necessarily defensively-oriented? i admit, lockez, at first i wasn't sure where you were coming from with this thread, but i think i have the proper framing for the issue at hand now. more consideration is due.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Koff
the only game on that list with which i'm well acquainted is lufia 2. i don't recall having to turtle much - but i never recall it being very challenging. for whatever reason, it looks like we had different experiences with the game, so i'll give you the benefit of the doubt.

Lufia 2 and both of the Wild ARMs games I mentioned have the same weird type of difficulty. They're not inherently hard, or even really designed to be hard. But the normal battles are boring... and there are quasi-skill-based ways of avoiding normal battles. So I avoid 95% of the normal battles, because managing to avoiding them is actually more fun than fighting them. And then the bosses end up being really hard due to my stupidly low level, and I have to use all my buffs to survive.

When a boss is that hard, if I don't buff my defense to the max ASAP and then use area heals with two characters per turn and also use a third character's IP heal every time it's available, the boss outdamages my healing and I die. This kind of situation is the most basic and common case where players will turtle. And putting the player in situations like this is also the most basic and common method of making bosses harder. I like the harder part, but not the turtling part.

author=Koff
i haven't spent much time with etrian odyssey, but i would expect your turtling potential to be finite unless you deliberately chose a heavily defense-oriented party. is this not the case?

Part of using defensive strategies is customizing your party. If the best strategy is defense, then you're going to build your party for defense. There's not a lot of character customization in Lufia 2, for example, but I still end up choosing my equipment based on buffing and healing IP skills rather than primary effects, a lot of the time.
in etrian odyssey, how and at what point did you determine "the best strategy is defense"? wouldn't you build your party long before you've played enough to reach such a conclusion?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Well, you build your characters over the course of the game, picking defensive or offensive skills every time you gain a level. And I had more than five characters I regularly used, whom I switched out, but any time there was a boss or a new FOE I definitely used all the defensively-built characters.

I'm not sure when I decided that offense wasn't working on anything other than random enemies, exactly. It wasn't far into the first game. Probably right around the first time I fought a FOE, haha. Antlered in the face by that stupid deer for something like a hundred times the amount of damage I could heal. And then reiterated and confirmed by the next several FOEs and the stratum 1 boss. Later revelations included "I need to scout these enemies beforehand so I can make myself immune to everything they use" and "I need a backup stash of inventory full of nothing but healing items I can bring to these fights, because carrying attack items and leaving room for enemy drops isn't worth it."
author=LockeZ
This works fine for normal enemies, but turtling is rarely an issue with normal enemies unless you have outrageously long normal battles (a tactical rpg, for example). It doesn't work so hot when you have one boss target that takes many rounds worth of attacks to kill. Because yeah, if you go on heavy offense, you can theoretically kill the boss in ten rounds instead of thirty... if it just stands there and does nothing. But ten rounds is still way more than long for the boss to hit you with its strongest attacks multiple times, which means you can't afford to have anything less than maximum defense and healing.

This only applies if the boss has high enough offense to force the player into maximum healing and defense. Obviously, this will not work if you combine that with something that disallows the player from turtling. That goes for any system though, not just the MP system. If a boss can launch an attack that deals 105% of all characters' max HP, but can be reduced to 95% damage with a defense buff, then the player needs to stay fully healed and buffed. It should not be done if you want the player to use a strong offense however.
masterofmayhem
I can defiantly see where you’re coming from
2610
That’s the thing isn’t it? The whole make the enemy do more damage thing, doesn’t really discourage turtling, it encourages it.

If the boss can 1HKO a character every turn (ore come close to it) you’re going to spend most of your time healing, buffing and/or guarding.

Maybe instead of making the enemies do more damage the better solution might be to give the boss massive HP and/or defences, but also have one or two obvious weakness to exploit the hell out of. An elemental weakness is an obvious one, but they could also be susceptible to states conditions like sleep. Stuff like that.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
That doesn't make the boss harder, it just makes it take longer. Harder doesn't just mean longer fights; it means more situations that cause you to lose.

So, like, the most common solutions are to make the boss summon minions continuously, or make it heal, or give it an enrage timer. But that was kind of as far as we got on page one before people started flaking out and debating the merit of even including such things instead of listing more ideas.
author=masterofmayhem
That’s the thing isn’t it? The whole make the enemy do more damage thing, doesn’t really discourage turtling, it encourages it.


And if you make the enemy do less damage, you´re making it even easier to turtle. If the damage is low enough, yeah, it makes it so turtling is not needed, but it also makes for an enemy that is not a threat.

author=masterofmayhem
Maybe instead of making the enemies do more damage the better solution might be to give the boss massive HP and/or defences, but also have one or two obvious weakness to exploit the hell out of.


Absolutely not. The worst kind of boss battle is a nonthreatening boss with an HP pool large enough to have a noticeable gravitational field. You're making the battle be a nearly endless boring grind. Once you figure out the boss' pattern and how to counter it, the fight should be over soon after that.

What we're trying to do here is shift the mindset of the battles from "be the last man standing" to "kill or be killed". The more I think about it, the more I feel like the solution is not in changing the bosses, but in rebalancing the party's skills.

You want to make a super offensive game? Nerf healing to oblivion! Want to make a balanced offensive game? Nerf healing less.

The problem here is not defense as a whole. The problem is healing specifically. Healing is too powerful. There is no problem with allowing players to effectively negate or reduce damage. Hell, there's even some merit to a super damaging boss that forces the player to rotate some mitigation abilities to survive. The real problem is when you can make the damage the boss deals irrelevant. If you can heal back all of the damage the boss deals, you've made it irrelevant, not a threat.

Nerf heals. Make them heal less, or make them horribly cost ineffective, or whatever, but nerf them. Turtling suddenly becomes not a way to win battles, but a way to buy time so you can win battles through other means. If you don't know what those other means to win the battles are, you're just delaying your death. And if you commit your whole party to turtling, you aren't getting anywhere. Every turn you fully spend on turtling is just a step closer to your eventual defeat. You need to have someone focusing on offense at all times to progress through a battle.

TL;DR: Start by nerfing heals, figure out how to belance the game from there.
masterofmayhem
I can defiantly see where you’re coming from
2610
It’s defiantly a balancing act. You have to make sure the opponent dose enough damage that the battle doesn’t take forever, but also that the opponent doesn’t do so much you have to spend every turn healing/reviving which would also slow things down.

And when I said “exploitable weakness” I met one that turns a long fight into a short one. Of course you have to make sure that exploit is fairly obvious for the player to figure out other they will complain about it being a long annoying fight.

However I do believe that reducing healing would help make the game more difficult and/or fast-paced it that’s what you want to do. Just be prepared to have people complain about it.

Of course I just thinking out loud here at the moment.
author=masterofmayhem
And when I said “exploitable weakness” I met one that turns a long fight into a short one. Of course you have to make sure that exploit is fairly obvious for the player to figure out other they will complain about it being a long annoying fight.


And what's the difference between that and having a less gamebreaking weakness and less HP? What you're doing is giving the player only one way of beating the boss, which is a bad idea. You're discouraging creativity by giving the bosses one weakness to rule them all. And it's very easy to make a fight too easy that way. I'm convinced that the main reason why so many boss fights are trivialized in Pokémon is because elemental weaknesses double the damage dealt.

author=masterofmayhem
However I do believe that reducing healing would help make the game more difficult and/or fast-paced it that’s what you want to do. Just be prepared to have people complain about it.


Heh... A game designer that caves in with complaining from those who don't understand the reasoning behind the mechanics does not deserve to be called a game designer.
masterofmayhem
I can defiantly see where you’re coming from
2610
Good point. I’ll start by ignoring what you have to say.
author=masterofmayhem
Good point. I’ll start by ignoring what you have to say.

That's it! I'm proud of you.
author=LockeZ
I would view stunning, delaying and lowering the attack power of the enemy as all being defensive actions. They must be done before the enemy strikes, instead of in response to enemy attacks, so they have more in common with casting a defensive buff on yourself then they do with healing. That said, adding these kinds of defensive bonuses as secondary effects of attack skills is a nice touch. It doesn't really make offense helpful to the player, but it at least makes it happen anyway. I guess it counts in the same way that killing the enemy so they can't deal damage counts.


I think it's very important to recognize reactive versus proactive and not just defensive versus offensive. In general, I would say proactive tactics such as offense and stunning (even though stunning is looked at as a defensive action, it is proactive as well) are more fun than reactive tactics (responding to boss damage with a heal), but ideally you want a mix of both to create a nice rhythm.
This is really good topic.

My perspective or two cents:

The game I'm working on is a Mario Rpg fan game so for us, letting the player customize the main characters to an extent was how we addressed it. This is mainly done by badges, the system Paper Mario uses. (But a system like this can be done in any traditional rpg game so it doesn't matter).

Badge Points (or whatever sysyem you'd use) aren't unlimited so using discretion on your badges makes it interesting for the player.
Having badges like "Daredevil" that decrease your Max HP during battle but boost stats. Or badges that increase critical chances, increase evasion when low on HP. Or Badges that increase the power of certain elements. Badges that teach certain skills.

There can be different approaches. Badges that address defense or focusing on ones that address offense.

You could choose a specific set for a specific battle. Just like choosing certain equipment for certain battles.

I feel like when a player has that much input on his character, it's more rewarding and fun when the plan all comes together during battle.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Hmm, I'm going to have to disagree with that statement. Your proactive tactics don't depend on the enemy's actions, so they are going to be generally the same in every battle. It's important to make the player's base skillset that they use when they're not reacting to anything fun, for sure, but reactive tactics are what make one battle different from another. So, I actually like reactive skills. I just don't like turtling.

The most effective types of defensive skills are generally proactive. As a general rule, you want to stop the damage before it happens, not after. However! Depending on how your game's defensive skills work, though, you usually at least need to know what kinds of skils the boss is going to use so you can protect yourself from them - games that have any kind of design sense at all will limit your defensive skills somehow so that you can't just be protected from everything all the time. Which means you do at least end up reacting to information you get from seeing them get used once or casting scan or recognizing that it's a palette swap of a monster that used paralysis two dungeons ago. I guess I'm just rambling now and not really making any kind of point. I wonder if people have any thoughts on when and how often to encourage reactive vs. proactive tactics? Worth a separate thread, maybe? It kind of fits here though.
@LockeZ
...That was a response to Jude right? Or to me?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Yes, to Jude, sorry
author=LockeZ
Hmm, I'm going to have to disagree with that statement. Your proactive tactics don't depend on the enemy's actions, so they are going to be generally the same in every battle. It's important to make the player's base skillset that they use when they're not reacting to anything fun, for sure, but reactive tactics are what make one battle different from another. So, I actually like reactive skills. I just don't like turtling.

The most effective types of defensive skills are generally proactive. As a general rule, you want to stop the damage before it happens, not after. However! Depending on how your game's defensive skills work, though, you usually at least need to know what kinds of skils the boss is going to use so you can protect yourself from them - games that have any kind of design sense at all will limit your defensive skills somehow so that you can't just be protected from everything all the time. Which means you do at least end up reacting to information you get from seeing them get used once or casting scan or recognizing that it's a palette swap of a monster that used paralysis two dungeons ago. I guess I'm just rambling now and not really making any kind of point. I wonder if people have any thoughts on when and how often to encourage reactive vs. proactive tactics? Worth a separate thread, maybe? It kind of fits here though.

Also, depending on the scenario, a stun could even be reactive as much as it is proactive. You may be using it to interrupt a big attack from the boss, which is reactive in nature.

The reason why I consider proactive tactics to be more fun than defensive ones is because they imply that the player is the one who determines the pace. I'm the badass hero... I am in control of how this battle is playing. The reason why you also want reactive elements as well is because they shake that pace up, creating highs and lows in combat tension/rhythm/whatever. Proactive ought to be the defacto because it is where actual gameplay is derived, rather than being an elaborate, fancy game of Simon Says with a resource management metagame. You damaged me? I better heal. You are about to cast a spell? I better counterspell. Like I said, ideally you want both because disrupting the player's tactics is good, but if you are reactive 100% of the time then there are no player tactics at all... like a quick time event in God of War except menu-driven. God of War is more fun when I am controlling the pace by initiating and sustaining an air juggle... but I still need to react with a dodge from time-to-time so that I have to re-approach my proactive tactics from a new angle... if that makes sense. It is a similar topic to offense vs defense.

Another way of putting it... If I'm not reacting to an enemy's action, I have more options at my fingertips. Do I cast Firaga or do I hit it with my sword? Reactive options are generally fewer because they are so context-sensitive.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Yes, that makes perfect sense. You want to give the player an ideal set of skills to be using, but then you want to set up just enough reaction-based tactics that players are constantly struggling to use their ideal skill rotation. Not so much reaction that their theoretical ideal skills are irrelevant, but not so little reaction that enemies all play out the same.
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