WHAT IS A CHALLENGING RPG?

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Kaijira
Wandering Pixel Artist for Hire
1105
I read an article a while back about game design (for tabletop RPG's), in which the designer stated that he hated equipment granting stat bonuses.

He called them into question, positing that if you provide a player with a sword which does 20 extra damage, then pit them against new enemies which resist 20 extra damage, why bother giving them a sword to begin with? This is similar to the problem with linear RPG gameplay. Level grind to increase your stats, only to fight new enemies who make your new stats sub-par once again.

This brings me to the crux of my post, how does one make an RPG challenging? You can't simply make the difference between stats of a PC and an enemy larger. That leads to level grinding, and that isn't difficulty, that's monotony. To do away with level grinding, you could scale the levels of enemies. However that has it's own drawbacks. I think LockeZ puts it best:

author=LockeZ
Level-scaling enemies are usually even worse than no solution, though. In 99% of systems, that's just effectively making it so I get *weaker* the more stuff I do. That's not fun either


I suppose I'm just ramping up to the point that levels and stats really don't mean a damn when it comes to difficulty. I realize that isn't true in all cases, but I'm addressing the vast majority of generic RPG's that tend to float around.

So what makes an RPG difficult? What gives a player a challenge in something other than their patience?
In traditional RPG combat, which doesn't deal with real time combat, the challenge is pretty much all down to option discrimination. Given a number of possible choices, can you make the ones which will allow you to win rather than getting killed?

As you progress in the game, you generally get more options available to you, while being subjected to less forgiving combat. An RPG with difficult combat then would be one which offers a very wide array of combat strategies to the player, and is highly unforgiving in terms of forcing the player to pick the correct strategy out of the space of possibilities.

Generally, as the player characters' stats rise or fall relative to their enemies, the space of workable strategies will expand or contract, so giving players the ability to acquire new equipment or level grind means giving them some leeway in how constrained they're going to be in combat.
Kaijira
Wandering Pixel Artist for Hire
1105
Well, that was pretty all encompassing. Thanks for the answer. It even points out that level grinding is a self imposed torture in well balanced games rather than an evil plaguing traditional RPG's as well. Good show.
This brings to mind some of the fan-made challenges I've been reading about, and what they mean. Challenges such as the solo black mage runthrough in Final Fantasy 1, or the "Four Job Fiesta" in Final Fantasy V, in which the player is limited to four randomly-selected classes throughout the entire game. (And that's just Final Fantasy.)

As a corollary to what Desertopa had mentioned, these challenges have the player constraining the breadth of options available, forcing the selection or discovery of new options. Increasing the character's level offers a bit of leeway, because it increases the wiggle room for mistakes. (As you say, in well-designed games, this is usually done at the player's own discretion, and shouldn't be absolutely necessary.) The main element of "gameplay" in an RPG is the ability to apply all the given options effectively, which means, working out a strategy in which the player can win. (This sounds like what Desertopa said above... I'm discovering it again for myself as I type.)

To increase the difficulty, start decreasing the tolerance for mistakes and poor planning. It might be important to have players aware of what is coming, so that they can formulate a plan in the first place. This will place the onus of applying a strategy on players.
I think a good conversation to start with is from the top; what are the fundamentals of challenge? Zachary has the right idea; constraint of options, tolerance of mistakes, and so on. A lot of people get too specific about difficulty, when a lot of it are just fundamentals.

For example, room for error. How much is a player going to get punished by a mistake, not knowing/applying the rules and their skills, or poor planning? Basically, if you fuck up, then what? Games where you're punished severely for shitting the bed tend to be pretty difficult, but one must remember to remember the difference between being set back and being unable to proceed. Neither is bad, but games tend to focus more on the former than the latter.

For example, having to redo a segment of a dungeon because you didn't prepare can be an appropiate application of setting a player back, but having to redo a 10 minute cutscene because you lost an extremely boss fight is not. Solution? Being able to immediately retry difficult battles if you lose. Acceptable compromise, the player isn't being set back, but you are unable to proceed with the game until you win.

You should absolutely be able to punish a player for not knowing or applying the rules of the game. That's what their for, the fundamental limitations of a game is what makes it a game, and if they can't adapt, they should play another game.
Max McGee
with sorrow down past the fence
9159
You should absolutely be able to punish a player for not knowing or applying the rules of the game. That's what their for, the fundamental limitations of a game is what makes it a game, and if they can't adapt, they should play another game.


I agree with what I think you're saying, but I think "punish" is too loaded of a word to use. Game-overs or fail states are really just another form of feedback from the game to the player.
author=Max
I agree with what I think you're saying, but I think "punish" is too loaded of a word to use. Game-overs or fail states are really just another form of feedback from the game to the player.


I'm not sure I agree, after all, to 'punish' basically means having something unfavorable happen to you for an offense, which fits what the logical end of 'difficulty' means. It's even in game lexicon, in fighting game terms, to 'punish' a move means for a player to eat a combo or a special attack in retailiation to a failed offensive.
author=Kaijira
He called them into question, positing that if you provide a player with a sword which does 20 extra damage, then pit them against new enemies which resist 20 extra damage, why bother giving them a sword to begin with?


This example can sometimes be motivated by other reasons, like the need for something new to break the monotony or using the potential sense of progress as an incentive to keep playing. A change in content that doesn't lead to any actual change in gameplay is still less repetitive/boring than being presented with more of the same. It is neither good nor clever design, but it's not the worst you could come up with either.

Pairing specific enemies together is also a potentially great way to create interesting challenge and force the player to better think about his options. For instance, you'd normally use a group-hitting fire spell to defeat the 2 Ice Giants, but the Fire Eater will counter with Flare and atomize you if damaged with fire. So you gotta think about a way to defeat the Fire Eater first yet survive the Giants' powerful physical attacks, etc.
As mentioned above, clever design in the skillsets/options therefore plays a huge role in creating good challenge.
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 mean, you never just give players the sword. You make them overcome challenges to earn it. By overcoming one set of challenges they're able to reduce the difficulty of other challenges. Figuring out the best order to do this in is, in itself, its own challenge as well.

"Easy" games tend to either make this choice extremely obvious (reducing the skill level needed to succeed) or make it so every option works (reducing the punishment of failure).

For example, every new set of buyable weapons in FF7 works is an extremely obvious choice, because they don't even appear until after you've already finished the challenge of acquiring enough gold to buy them. The items in treasure chests are also extremely obvious choices because the cost of exploring each dungeon fully and finding all the chests is completely negligible.

In FF12, you have lots of equipment choices which are meaningfully different, but making the right choices is still easy for the second reason - there are no bad choices, or even bad combinations of choices. Choosing armor that gives HP, defense, or block chance will all work equally well on any character type, you don't have to figure out what's best for your build.

Getting equipment upgrades in Dragon Age: Origins is more difficult because the game not only gives you a large number of options but also gives everything meaningful pros and cons, which you have to balance against each-other to create a workable build for your party. If you spend too much gold on weapons you could lose in long battles due to running out of healing items, and if you spend too much gold on healing items you could lose in short battles due to having bad armor. You have to carefully not only manage your resources, but then figure out which challenges are best suited to how you chose to manage your resources, and approach them in the appropriate order.

This creates a high level of difficulty that, quite interestingly, exists entirely outside of combat. This aspect of the difficulty in Dragon Age revolves around planning, long-term strategy and party-building.
author=LockeZ
For example, every new set of buyable weapons in FF7 works is an extremely obvious choice, because they don't even appear until after you've already finished the challenge of acquiring enough gold to buy them. The items in treasure chests are also extremely obvious choices because the cost of exploring each dungeon fully and finding all the chests is completely negligible.



Well, in Final Fantasy VII, there were some tradeoffs with equipment in terms of materia slots, but the game isn't generally so challenging as to demand that you manage them carefully, at least until fairly late in the game. There's actually quite a bit of leeway for optimization late on in the game, but only the Emerald and Ruby Weapons really require you to approach it with any kind of attentiveness.
Finite grind. Look at Soul Shepherd. In that game, what Zombero did is that you grind souls that give stats, but you can only have one of each type equipped, and after you get every available soul you can't farm much more. After that, it's all about how you use the souls to make your ideal party. In order for a system like this to work, there also needs to be an element of strategy, where your party setup and equipment has a large effect on the outcome of the battle. This makes the RPG not just a farm-fest, but also something that needs to be figured out to guide your farming. This is, imo, as hard as it gets in RPGs.
nhubi
Liberté, égalité, fraternité
11099
Does challenge have to equal combat? The responses in this thread seem to indicate that is the direction challenge lies, but couldn't other aspects of the game offer the challenge as well? Resource management is a good example from LockeZ and as a player is something I do enjoy that balancing aspect for my characters, but whilst existing outside of combat it still relates directly to it.

Surely the best idea is a mix of available scenarios which challenge not just in combat strategy but also in other aspects of the game. Pulling together disparate information sources to ascertain just what is going on in the world can tax the mind of the player and create interest and challenge. Complex puzzle that require the use not just of in game items but also the application of logic from the player can also offer it.

Please understand I am not saying that combat isn't important in creating challenge for a player, but that is is not the only avenue open.
Max McGee
with sorrow down past the fence
9159
I feel like this topic is almost...too broad... to result in constructive discourse.
Kaijira
Wandering Pixel Artist for Hire
1105
author=Max McGee
I feel like this topic is almost...too broad... to result in constructive discourse.


I intentionally left it broad so a discussion could be had. Trust me, the first draft had paragraphs of text, and looked more like a tutorial for battle concepts and pushing strategy on a player rather than a question.

Honestly I love the feedback that is happening, and hope plenty of people get a chance to skim this. In fact, the whole reason I posted this was because I couldn't find the words to give someone advice on making a challenging RPG. Thank god there's more intelligent people than me out there.
Games need difficulty to be fun.

The idea is to be challenging. Not troublesome.

- From my bald french game design teacher
Generally, puzzles are more challenging than straight up grind.

For example, making all monsters have weakness, whether physical, magical, a certain element, or even a certain spell. Puzzle battles.

Second, monster damage must count. I believe in the 2 1/3 rule. As in, a challenging battle is one that in two (2) turns, each monster has dealt roughly 1/3 damage to the party. This means in a party of 6 monsters, assuming all of them are attackers and not support, either two party members are dead, damage is mixed, or three party members are wounded. If you have a party of three (Tales From The Reaper is a good example), you're kinda screwed unless you have some awesome healing ability. That said, you should have categories of attackers:
  • Archers: they do small damage, but they don't miss, so it adds up
  • Magicians: They can either be heavy hitters, or have status attacks
  • Support: Basically the white magic equivalent of magicians. They heal and do buffs
  • Venomous: They cause status attacks rather than being physically powerful
  • Avoiders/shelled: They aren't so much attacking experts as they are hard to destroy
  • Attackers: heavy damage dealers.

Dealing with each of these is a challenge in itself.

Also, challenge shouldn't be unfair. Just as you don't want the dreaded 0 damage because the party overleveled, you never ever want one hit kills because the party is underlvl. This was what made me rage about Soul Shepherd and call it a sucky game. You literally had to camp for awhile at low level battles because even going to the next screen would kill parties in one round.

If you want a tricky battle, ghosts and a carbuncle. The ghosts can only be hit by magic, but you can code it so that as long as the carbuncle is alive, all enemies have reflect. Meaning the ghosts not only avoid attacks, but reflect spells. And you have to deal damage to the carbuncle physically, because it also has reflect. Make the carbuncle have high evade and you have an annoying 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
author=Kaijira
author=Max McGee
I feel like this topic is almost...too broad... to result in constructive discourse.
I intentionally left it broad so a discussion could be had. Trust me, the first draft had paragraphs of text, and looked more like a tutorial for battle concepts and pushing strategy on a player rather than a question.

Honestly I love the feedback that is happening, and hope plenty of people get a chance to skim this. In fact, the whole reason I posted this was because I couldn't find the words to give someone advice on making a challenging RPG. Thank god there's more intelligent people than me out there.


The thing is that there are a looooot of different types of challenge, never mind all the possible ways to actually create those types of challenge.

author=bulmabriefs144
Generally, puzzles are more challenging than straight up grind.
Yeah, grind is not challenge. Grind is pretty much unrelated to challenge. Making a game that requires you to grind more before presenting you with the same level of challenge doesn't make it any harder whatsoever. It just makes it take longer.

There's an argument that any game that doesn't limit your ability to grind is inherently devoid of challenge. If you feel challenged in a Final Fantasy or Dragon Quest game anywhere other than the end of the game, the argument is that it's because you are challenging yourself, not because the game is challenging you. The game lets you spend time to remove the challenge, and you're unwilling to spend that time, so you're making it harder on yourself by intentionally failing at one aspect of the game. It could be said that you're basically creating your own game, because you're unsatisfied with the one that the game designers presented to you - the same idea as a speedrun or a no-materia playthrough or some other kind of self-imposed limitation.

On the other hand, in most well-designed RPGs, there's typically a point where the benefits of grinding are soft-capped. In Final Fantasy and Dragon Quest, once you've done enough grinding to buy every piece of equipment available to you in the current town, further grinding is less effective. In Suikoden, once you start gaining single-digit amounts of experience points from enemies, the benefits of grinding are negligible. This is a cue from the game, telling the player, "OK, that's enough. You can keep going if you want, but that's where you're supposed to stop." It's just that a lot of players don't listen to this cue - and many games never give a cue at all.
I saw this video today and thought of this discussion. An incredibly powerful enemy is defeated using ironclad strategy and precise execution. The player's characters are all at less than 100 HP; a single hit means instant death.

masterofmayhem
I can defiantly see where you’re coming from
2610
author=Zachary_Braun
I saw this video today and thought of this discussion. An incredibly powerful enemy is defeated using ironclad strategy and precise execution. The player's characters are all at less than 100 HP; a single hit means instant death.


To bad that video is in Japanese so I don't know what that ironclad strategy is or how it works.
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