CREATING CORE GAMEPLAY MECHANICS FOR "STARING CONTESTS"

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Hello, I have used the PC Makers in the past but I'm also pretty well versed in the console RPG Maker as well, but thats besides the point.

I am currently making a game that uses ridiculous tropes from shonen anime such as Yugioh, Beyblade, and etc. Except in my game the "sport" is Staring Contests.

Similiar to the GBA Yugioh games. My game is split into two parts. FIELD, in which the player walks around and BATTLE, in which the player you know, battles. But battles arent a test of well constructed decks of cards. In my game, battles are staring contests.

With such a dumb idea, making the actual gameplay for the "staring contests" is pretty challenging. I could go for many different types but I'm thinking of uing quick-time-events like those found in God of War that deplete an opponent's guage, when that gauge is empty, the opponent blinks. But like in most shonen anime, a simple defeat is overexagerrated.

Thoughts? Tips? Ideas?

Caz
LET'SBIAN DO THIS.
6813
Quick-time events are a risky area. It's odd that in order to play a game, we all press buttons but we know and choose which buttons to press. When a computer is telling us "press A, press B, blahblah.." we get annoyed and call it lazy development. As gamers I think no one likes being told what to do or how to play. Remember that your game needs to be fun and not get boring. Think of a game where a "battle system" became a chore, and think of one that never got old and try to work out what was so different about them.

I think you should work this into something where you aren't told what buttons to press per se but you're given a choice on certain actions you can take. If you think about a generic turn-based battle then you've basically got Enemy HP and Hero HP. These can be looked at in the same way as Enemy-Eye-Open-ness and Hero-Eye-Open-ness. It would be entirely possible to have your own battle system as such where you have to use "skills" to put the enemy off like, I dunno, "STARE HARDER" or something (as this doesn't seem a serious game) which would deplete the gauge, but also healing skills like "quickly blink off camera" to regain your own gauge.

What would stop this from becoming boring is the ability to level up your own skills as enemies got more difficult. Would you spend your EXP on increasing your own gauge as a safety precaution? Maybe you just wanna go all in and increase your ability to STARE so you can get their gauge to zero before yours. Or perhaps, just in case, that healing skill might need some extra power..

You could even add in new, unlockable skills later on to keep things fresh.

This is just a quick example based off of turn-based systems and generic RPGs, but my advice in the first paragraph is probably the most solid part of my argument here. MAKE IT FUN, make it playable, make it MEMORABLE IN A GOOD WAY. No one wants to dread the next coming battle, people want to show off the new stuff they just learned from the past battle instead of proving they can press buttons when you tell them to like a lab monkey. The players will be the most important part of your game in the end because they'll decide if it sails or tanks, so you need to think about what they're going to see in the overall experience.
Mash the space bar as fast as you can to prevent your character from blinking!!=O
author=Caz
Quick-time events are a risky area. It's odd that in order to play a game, we all press buttons but we know and choose which buttons to press. When a computer is telling us "press A, press B, blahblah.." we get annoyed and call it lazy development. As gamers I think no one likes being told what to do or how to play...

Mmh. Yes and No. Think of rhythm games. While there's still some room to play them as you want and succeed (Parappa's "cool" mode comes to mind) The 'correct' way to play the game is to "Press A when the computer tells you" except taken to the next level, and demanding precision and coordination from the players... Of course, doing this without a catchy or well-known song and flashy visuals, may soon make the players aware of the repetitive nature of the gameplay. But if done right it CAN be fun.

In the other hand a standard turn based battle system could be even more risky. I'm getting tired of browsing menus already. -_-;
Caz
LET'SBIAN DO THIS.
6813
Rhythm games do get really repetitive though, and the only thing to spice them up is the different song or beat. I guess I can see where you might enjoy them, but I'd hate to have to play a rhythm game for every single battle I fight (except for games like Sequence because it does actually give you a choice on what you're doing to an extent). Unless you wanted to have the exact same song for every single random encounter which would get boring really fast, you'd have to have a hell of a lot of songs and different button-press-sets for each. If you did it completely right then yeah, being told when to press buttons is excellent. But what are the chances of doing that well when you could just play it safe and go for something people are more likely to enjoy?

I imagine no menu-browsing in my prior example. Just two gauges (one for your "HP" and one for the enemy), and a little HUD in the bottom with perhaps four buttons. One for "attack", one for "heal", and mebbe two for special skills you can assign elsewhere outside of battle. Each turn you pick your move until one of you blinks.
Thanks for the help guys! Super appreciate it, I'll consider all points of view here. You're right, the main goal is to make the battles fun and rewarding. I'm thinking of using the battles as "events". What I mean by that is you can't just go around talking to characters and challenging them like in Yugioh. Instead, the story builds up to a battle. I hope this makes sense. If it doesn't, hmm, basically, each battle is more like a thrilling boss battle.

I'm wondering, can you guys link to a few scripts for these things?
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
I can totally imagine an entire traditional RPG battle system that revolves around making the opponent blink instead of die. Perhaps teariness could be the primary "survival" resource in place of HP? You could use skills like squint and furrow brow to increase your defense, eyedrops could be a healing item. And you could attack your foe with skills like blow in face, kick up dust, stand in front of light, move in close, which would cause various stats effects in addition to increasing their teariness. Light, wind, dust, and distract could be different elements for attacks. You could unlock new equipment like hats and glasses that raised your stats, and let the player spend talent points to customize their statistics and abilities. Perhaps you could even turn it into a more traditional RPG with group battles.
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