REVOLUTIONIZING MENU-BASED BATTLE SYSTEMS

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Clyve accepts only one form of battle system.
...

Menu-based battle systems were strategic in nature. The hidden nature of how damage was calculated, where things were, how to progress, etc. made for the game experience. Time (ATB) added an additional factor to try and reduce any sort of formulation of a tactical advantage.

The reason why those died out (and jRPGs in particular) was how easily available information has been made accessible. That's why modern RPGs have opted to adopt to other genres rather than being menu-driven. Skyrim (Elder Scrolls) is more action-based, Dragon Age II opted to remove strategy in favor of being more tactically based, Final Fantasy XIII... well, whatever that game did.

Menu-based gameplay is the same as its ever have been, despite whatever pretty wardrobe you want to put on it. You want to revolutionize menu-based RPGs? Either you give the player less information (difficult in the era of information and the internet), or you smush it together with another genre. I look forward to everybody's RPG/Racing game.

Back to lurking.
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=McDohl
Menu-based battle systems were strategic in nature. The hidden nature of how damage was calculated, where things were, how to progress, etc. made for the game experience.

Hmm. This is not true; at least it's not any more true for menu-based combat than for other types. All games hide these things. How is damage calculated in Halo? What combination of skills works best against five enemies on a flat surface in Arkham Asylum? How long does being stunned last after you're damaged in Mario?

In a menu-based battle system you inherently have more of this information, not less, because the menu is telling it to you. You equip a new armor and it tells you that it has 10 more points of defense than your old one. You don't know how effective those 10 points are exactly, but you know more than you do before using body armor will in Goldeneye. You move the cursor over Regen and it tells you "Causes an ally to gradually regenerate 15% of their max HP per round for 10 rounds." Even in old NES games that didn't tell you anything but the skill's name, naming the skill XLIT and listing it under MAGIC was more informative than having no name at all except "the A button." It certainly wasn't less informative.

What is true in menu-based battle systems is that you have more time to think about these things. And so the games expect you to, and are designed with the assumption that you will. And so the complexity level is allowed to be much higher. The player working to understand this added complexity creates the second layer of gameplay that is missing, where other games would have timing and coordination instead.

The reason they died off is because of that complexity. Games are for little kids, dumb frat boys, and tired people on their day off who don't want to think, so the simpler and easier to understand a game is, the better it'll sell. Strategy games have all but disappeared for the same reason. You can still find them (and menu-based RPGs) in handheld and indie games, but triple-A games that make you think are as rare as a virgin porn star. There's a common saying that no one ever lost money by underestimating the audience's intelligence.

Explaining the complexity in a strategy guide doesn't really make a big difference, I don't think. Obviously you can look up explanations online now, basically removing the key gameplay. But you can do that in puzzle games too, and puzzle games are doing fine. Because they typically only require learning one or two key elements of gameplay for the entire game, and then applying that actually very small amount of knowledge to lots of different situations.
slash
APATHY IS FOR COWARDS
4158
I'm honestly surprised there hasn't been more turn-based stuff on mobile devices. The ability for real-time combat is more limited on a touchscreen due to the input, but I would think turn-based combat loses less luster in the transition, although maybe overly-complex menus would be too difficult to manage on such a small screen.

Some of the best (and simplest) things I've seen done to "spice up" turn-based combat:

1)Timed Presses: A trademark of the Super/Paper Mario RPG series. It gives the player a better sense of "hitting" the opponent by adding in a small real-time component to attack and defense (90% of the time it's a simple button press).

2)Conditional Turn-Based: Used in FFX (only?). It removed the waiting between actions and showed you the upcoming turn order, giving you a chance to plan ahead.

3)Weighted Actions: Tied in with FFX's CTB system, some actions simply cost more time to execute, meaning your next turn comes around later. In FFX, you could see exactly how your selection would affect the turn order, again adding depth without adding too much complexity.

The standard ATB bar is pretty outdated; waiting for someone's turn to popup and watching battlers repeat their two-step battle animation seems to kill anticipation more often than build it.
Don't forget Kotor in that list, I think they did a pretty good job in balancing real time action with preparing strategy to your battles =).


Conditional Turn-Based was also used in Mana Khemia. Learning to manage turns with enemies adding zillions of extras was endgame challenge.

There might be some actions that are actually multi-turn too, that is they activate like 3 times with a gap of 5 turns or something between (along with the normal turn sequence).

I'd really like to see CTB in a rpgmaker game.

Let's see, you'd probably need a script/plugin to run the image on battle (esp if it's rpg2003), and handle the turn number as a variable. You'd have to then work with monster actions (that or have them as a regular pattern, and have the burden of turns based mainly on the character being slow/fast, using certain skills, etc).

Oh, another thing. Party break-in conditions (you can swap out characters during battle, perhaps even mid-attack, with a timed button press).
author=Trujin
Don't forget Kotor in that list, I think they did a pretty good job in balancing real time action with preparing strategy to your battles =).


"Real-time." Like Baldur's Gate and NWN before it, KotOR is pseudo real-time. It's turn-based with a play button. I dislike it but tolerate it. Dragon Age is a better example of real-time.
TIL not to use 'Revolutionizing' in describing anything I attempt to do or make.

author=McDohl
I look forward to everybody's RPG/Racing game.
Ironically enough, I have been toying with this idea, but it was going to be simulation RPG/racing game (I dont have the skills to actually make a racing engine)
slash
APATHY IS FOR COWARDS
4158
Make a JRPG based around the roguelike genre with permadeath, randomized items/weapons/spells/enemies, bam, you have revolutionized the turn-based battle 'cuz now it's not about gaming the system, it's about desperately trying to game the system with whatever pile of crap that the game gave you.

I'm starting to wonder if there's a genre that can't be revived by throwing roguelike mechanics at it.
author=bulmabriefs144
I'd really like to see CTB in a rpgmaker game.


I'm sure you have heard of Velsarbor? It's a german game, now also translated to French (doesn't help me, but maybe it does help you).

A demo chapter 1 has been released and there is also a tech demo avaible. This might interest you if you are really looking for one (honestly said: you don't really need to know the language to play the tech demo).

http://velsarbor.rpg-atelier.net/versionen.php (German Demo)
http://www.rpg-maker.fr/index.php?page=jeux&id=418 (French Demo)

Can't find a link to the tech demo, however if you are interested I still have it on my HD. I can show you a youtube video however, start from 1.13 to see some action =).

German is actually closer to English than French is.

The German link doesn't connect even remotely close to the actual download. It linked to one site then another site, and then a forum.

Here.

That said, I can't get either to run since I don't have RTPe.

author=bulmabriefs144
German is actually closer to English than French is.

The German link doesn't connect even remotely close to the actual download. It linked to one site then another site, and then a forum.

Here.

That said, I can't get either to run since I don't have RTPe.



German is indeed closer to English. However there a lot of people from other countries at the forums, it could have been possible you are French Canadian or learned French at school.I don't expect you to know I'm Dutch either =p.

Sorry about the German link though, I didn't check it like I checked the French site (I assumed that since it was at the Velsarbor site, there would be a direct download).

If you are still interested though I can still send you the Battle Demo, I'll be sure to make it not-RTP needy =p.


I'm a lazy gamer. I don't care how advance the battle system is 9 times out of 10 I'm going to trick out all my characters and mash away at the attack button despite whatever tactical incentive you make for me not to do just that.

In fact the less developers muck around with the battle system, the more I like it.

That said I still HATE auto battles. I may only be pressing the same button over and over again but I want to press it myself dammit.
author=bulmabriefs144
I'd really like to see CTB in a rpgmaker game.


I'd like to see FFT CTB than Mana Khemia. MK cheats :D
I like the rest of the system tho and it's something I've been trying.
Is this the part where I point out that even the RM2003 version of Necropolis was CTB?
author=Trujin
author=bulmabriefs144
German is actually closer to English than French is.

The German link doesn't connect even remotely close to the actual download. It linked to one site then another site, and then a forum.

Here.

That said, I can't get either to run since I don't have RTPe.

German is indeed closer to English. However there a lot of people from other countries at the forums, it could have been possible you are French Canadian or learned French at school.I don't expect you to know I'm Dutch either =p.

Sorry about the German link though, I didn't check it like I checked the French site (I assumed that since it was at the Velsarbor site, there would be a direct download).

If you are still interested though I can still send you the Battle Demo, I'll be sure to make it not-RTP needy =p.



I did indeed learn French and Spanish in high school. They're both relative gibberish to me now. I never studied German, I heard maybe five words because my mom was an exchange student. In a musical performance they had Christmas songs written in text in German and English parallel text. I found I didn't need the English, because it was so similar. So, yea, it is good that there are options, but yea I was amazed at how easy it was to understand stuff.

Sure, send something more friendly for testing.
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