AGGRESSION, OR A.K.A 'AGGRO'.

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Sup playas.

I want to talk to you guys about something called 'Aggro', or rather how it pertains to enemy behavior towards party members. Those of you who play MMOs or WRPGs already know what it is; the likihood of an enemy to attack a given party member, which unfortunately is a mechanic I think is solely underutilized in many mainstream titles like Final Fantasy, where all enemies randomly attack anyone, with little exception.

In games with this mechanic, certain spells, abilities, equipment, and conditions can enable the player (or the enemy) to ensure that the bulk of hostile behavior is targeted towards certain party members, for example your tank getting all of the hostile attention away from your squishy mage. Keep in mind this is different from Cover in Final Fantasy; Cover directly shields an ally from an oncoming attack if the enemy decides to attack that ally. Managing 'Aggro' is a mechanic that ensures enemies target the desired party member to begin with.

In a nutshell, managing 'Aggression' can be a crazy thing to handle, as a player you have to handle enemy attention in all sorts of scenarios, and there can be interesting variations of it to design in our games beyond the 'beefy guy takes all the hits' scenario, for example, a rogue with incredible evasion getting Aggro.

Let's talk about Aggro!
Craze
why would i heal when i could equip a morningstar
15170
I don't think it translates well from MMOs to standard jrpgs. In the average MMO, the enemy with the highest aggro against a unit will only attack that unit. This means that you have a tank take all the hits while everybody else presses the heal and attack buttons. Exxceeeppptt there's other stuff to do, like run around and dodge tail swipes and cast at the right times and not fall off titan's fuckign platforming fucking asnflksnfg

In a menu-based FF? There's nothing to do but the attack/heal. If the enemies always hit the tank, there's almost nothing to be worried about. Battles become more stale.

What DQ does in some titles (okay, and very early FF) is have the party order determine how often you get hit. In FF1, I believe the first slot is targeted 50% of the time, the second 25%, and the last two 12.5% each. Pretty much the same for DQ8 and various previous titles too, I think. I know the first slot in DQ1 has a 100% being-targeted rate. ;V

I think the most interesting way to handle aggro in the standard turn-based battle is to give characters visible threat, and have certain actions affect it. If everybody in a four-man party started at 25%, then the black mage cast Superpyroclasm, then the BLM not only deals a lot of damage but they suddenly pick up a ton of threat. That raises their chance to be hit (and therefore lowers everybody else's). You'd have to have tanks that absorb threat from allies and/or have threatening actions themselves.

Honestly, though? I think it works best in games with movement. In MMOs, tanking is fun because you get to move the enemy around as it focuses on you, and there's variations to that -- like various versions of a kraken boss in FFXIV, where the tentacles can attack whoever's nearby instead of focusing on aggro. There's also a whole fight against Good King Moggle Mog where all of the adds are strong in their own right, and only three (including Good King Moggle Mog himself) care about aggro at all. Generally one tank takes GKMM and the other takes the two enemy tanks who, oddly enough, are the only ones to care about aggro. The tank taking the two adds actually has the hardest job in the fight, because the paladin moogle has an actual taunt move (during which you can't move away or use abilities) and the warrior has a nasty aoe attack. You have to dodge these things while keeping the threat so they don't go off onto your healers! I can't think of a way to bring that into a menu-based traditional jrpg system.
I don't know, I think I have some good ideas to bring to the table. For example, the 'tank gets hit/heal' situation becomes more refreshing if you pepper it with design choices such as 1. Never make the Target Ratio exactly 100% for any one person 2. Don't make it absolute and last the entire battle. Threat and aggro should be an ever fluid event that's always changing that the player has to manage, not just 'Tank has full aggro, heal and forget forever'. 3. Make battles actually dangerous. You couldn't just copy and paste an Aggro system into most FF games, they're already pretty easy. But if they were more difficult but with limitations, I can see it happening. What if healing didn't come cheap?

I think FFXIII managed the concept pretty well. You couldn't just make everyone a Sentinel/Healer/Whatever and get away with it.
Etrian Odyssey does this well, having skills that boost the users' aggro for a certain amount of terms, usually a tank. There's still the chance that the enemy will aim for other characters, but more often than not they will attack the member who used the skill. The person who can use it are based on class.

Same with the guard skill. Instead of allowing just 'protect the weakest' or 'protect x person' they allow protecting 'rows'. (Front and Back.)

Healing is still effective and cheap.

Enemies do hit hard though.
In a turn based game if healing causes hate(which it should) then it will balance out. The player won't be able to set up a perfect defense. I prefer games that make good use of it. I can't actually recall any turn based RPG's that I've played that even use it, though.

It would be cool to have icons that indicate who has the most hate on an enemy, or make that part of a job's skill set. Like Scan. Have a job that can shift hate, maybe reverse hate. Clear hate. If a tank has max hate on an enemy, give it a skill that increases hate beyond the limit and causes the enemy to go into a rage mode of sorts.
I think Bravely Default actually does use aggro mechanic.

I generally never learned tanking strategy, the closest thing being Maple Story and distraction tactics (enemies target those who attack them, so you have a two-front battle versus the monster, with both sides trying to deal enough damage to keep the monster from focusing on either side).
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'm going to start out by paraphrasing something I said in one of my articles about giving the player ways to deal with things that enemies do.

If the player plays the game utterly perfectly, making absolutely no errors, he or she should succeed. Ideally, this applies not just to the battle as a whole, but to each thing that each enemy does, as a sub-challenge. If the player performs perfectly, making absolutely no errors, he or she should be able to "win" against the ability. In games where the player can dodge attacks with proper timing, what this means is pretty straightforward, but in a traditional RPG, it gets murky. Extremely few enemy skills can be completely dodged.

So it's not about taking no damage. It's about the player feeling like he or she succeeded against the ability, by whatever criteria the game defines that. However, in too many RPGs, especially simpler and older ones, there's no criteria at all. As long as the enemy's attack doesn't kill someone, the player kinda "succeeded," but it feels totally unsatisfying because there was still almost no way it could've gone any worse.

Taunting the boss to attack someone less vulnerable instead of someone more vulnerable is a common way of dealing with threats in any RPG that has tanking. If the enemy attacks the tank instead of someone squishier, the player feels like they succeeded at dealing with the enemy attack. This is why tanking has become popular in RPGs: it gives the player a response to most of the things enemies do.

The player wants to feel like they beat each challenge, not just like they survived it.

The tanking adds another dimension to combat, which is almost certainly a good thing for 99% of RPGs, though as Craze said, the downside is that it also removes one. In exchange for gaining control over enemy targetting, you lose the need to think about and plan around healing targetting. I feel like, in terms of creating depth, you probably come out ahead, as long as tanking is more interesting than casting Taunt on each enemy and having good stats.

Craze is correct that positioning is a layer of depth that MMORPGs have that single-player RPGs don't have, but controlling multiple characters is a layer of depth that is only present in single-player RPGs. I think these two things balance each-other out just fine, giving the player plenty to think about.



Also, Craze, you can definitely use status effects and targetting to create the same approximate fight as you'd get from the positioning. The MMORPG version of that Good King Moggle Mog fight for example uses an AOE attack centered on the tank, and all the melee classes have 2 seconds to get out of the red circle or they take damage. The JRPG version of the fight would instead go briefly into a counterattack mode where it counters any hero that physically attacks. Or alternately, for a status-based solution instead of a targetting-based solution, the JRPG version could apply a status ailment to several characters which causes damage on the next round. Characters could then defend to reduce the damage from the status, and some classes would have skills to remove the status.

In fact I feel relatively confident I could recreate that entire boss in VX Ace, even if your game didn't have tanking. Do you want me to? (You don't even have to use it, I kinda want to do it now just to prove it's possible.)
LouisCyphre
can't make a bad game if you don't finish any games
4523
LockeZ, I'd like to see that, but only if it's Thornmarch EX.
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'll take that challenge. What website has the most detailed list of abilities used by the boss?
slash
APATHY IS FOR COWARDS
4158
I think there's potential in a system where you choose a party member as leader, and that leader takes all single-target attacks until swapped out (which could be an instant action every round). It would create some interesting possible strategies, like swapping out leaders before they die, rotating heals to the right characters, prepping new leaders, and swapping in leaders with advantageous resistances. I don't know how difficult a system like that would be to implement in RPG Maker... If I remember right, Painted Heart did something like this (although I didn't get too far).

Anyway, if you did use a complex threat system ala WoW, based on damage dealt, healing and taunt abilities, you'd definitely want to design all your battles around it - and having a visual meter would be fantastic.
Craze
why would i heal when i could equip a morningstar
15170
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
It is finished. I don't have the patience to put together the scripts and character design and animations and crap and so forth needed for this thing, but I wrote one of my annoyingly pretentious boss write-ups that I'm so fond of doing. Which is all you should've really been expecting.
author=LockeZ
I'm going to start out by paraphrasing something I said in one of my articles about giving the player ways to deal with things that enemies do.

If the player plays the game utterly perfectly, making absolutely no errors, he or she should succeed. Ideally, this applies not just to the battle as a whole, but to each thing that each enemy does, as a sub-challenge. If the player performs perfectly, making absolutely no errors, he or she should be able to "win" against the ability. In games where the player can dodge attacks with proper timing, what this means is pretty straightforward, but in a traditional RPG, it gets murky. Extremely few enemy skills can be completely dodged.

So it's not about taking no damage. It's about the player feeling like he or she succeeded against the ability, by whatever criteria the game defines that. However, in too many RPGs, especially simpler and older ones, there's no criteria at all. As long as the enemy's attack doesn't kill someone, the player kinda "succeeded," but it feels totally unsatisfying because there was still almost no way it could've gone any worse.

Taunting the boss to attack someone less vulnerable instead of someone more vulnerable is a common way of dealing with threats in any RPG that has tanking. If the enemy attacks the tank instead of someone squishier, the player feels like they succeeded at dealing with the enemy attack. This is why tanking has become popular in RPGs: it gives the player a response to most of the things enemies do.

The player wants to feel like they beat each challenge, not just like they survived it.

The tanking adds another dimension to combat, which is almost certainly a good thing for 99% of RPGs, though as Craze said, the downside is that it also removes one. In exchange for gaining control over enemy targetting, you lose the need to think about and plan around healing targetting. I feel like, in terms of creating depth, you probably come out ahead, as long as tanking is more interesting than casting Taunt on each enemy and having good stats.

Craze is correct that positioning is a layer of depth that MMORPGs have that single-player RPGs don't have, but controlling multiple characters is a layer of depth that is only present in single-player RPGs. I think these two things balance each-other out just fine, giving the player plenty to think about.



Also, Craze, you can definitely use status effects and targetting to create the same approximate fight as you'd get from the positioning. The MMORPG version of that Good King Moggle Mog fight for example uses an AOE attack centered on the tank, and all the melee classes have 2 seconds to get out of the red circle or they take damage. The JRPG version of the fight would instead go briefly into a counterattack mode where it counters any hero that physically attacks. Or alternately, for a status-based solution instead of a targetting-based solution, the JRPG version could apply a status ailment to several characters which causes damage on the next round. Characters could then defend to reduce the damage from the status, and some classes would have skills to remove the status.

In fact I feel relatively confident I could recreate that entire boss in VX Ace, even if your game didn't have tanking. Do you want me to? (You don't even have to use it, I kinda want to do it now just to prove it's possible.)
author=LockeZ
I'm going to start out by paraphrasing something I said in one of my articles about giving the player ways to deal with things that enemies do.

If the player plays the game utterly perfectly, making absolutely no errors, he or she should succeed. Ideally, this applies not just to the battle as a whole, but to each thing that each enemy does, as a sub-challenge. If the player performs perfectly, making absolutely no errors, he or she should be able to "win" against the ability. In games where the player can dodge attacks with proper timing, what this means is pretty straightforward, but in a traditional RPG, it gets murky. Extremely few enemy skills can be completely dodged.

So it's not about taking no damage. It's about the player feeling like he or she succeeded against the ability, by whatever criteria the game defines that. However, in too many RPGs, especially simpler and older ones, there's no criteria at all. As long as the enemy's attack doesn't kill someone, the player kinda "succeeded," but it feels totally unsatisfying because there was still almost no way it could've gone any worse.

Taunting the boss to attack someone less vulnerable instead of someone more vulnerable is a common way of dealing with threats in any RPG that has tanking. If the enemy attacks the tank instead of someone squishier, the player feels like they succeeded at dealing with the enemy attack. This is why tanking has become popular in RPGs: it gives the player a response to most of the things enemies do.

The player wants to feel like they beat each challenge, not just like they survived it.

The tanking adds another dimension to combat, which is almost certainly a good thing for 99% of RPGs, though as Craze said, the downside is that it also removes one. In exchange for gaining control over enemy targetting, you lose the need to think about and plan around healing targetting. I feel like, in terms of creating depth, you probably come out ahead, as long as tanking is more interesting than casting Taunt on each enemy and having good stats.

Craze is correct that positioning is a layer of depth that MMORPGs have that single-player RPGs don't have, but controlling multiple characters is a layer of depth that is only present in single-player RPGs. I think these two things balance each-other out just fine, giving the player plenty to think about.


I sorta understand this. In MS's dojo party quest, the aforementioned distract could stall attacks for like a few seconds, so one time, despite the enemy being higher level, because of the stall, our party was able to pin the monster. So rather than feeling like a one-sided thing, it was an actual strategy thing (btw, I was a cleric, so this strategy on my part didn't really deal much damage on my end, but the pin made him fall without dealing more than like two hits).

I wonder if you could simulate this, by having plugins and code that change the battle format (from no conditions to surround, similar to that first boss in FFX, where you can shift around him). And some "distract" (enemy turns to one side or the other, stalling one turn and only attacking that side) and D&D flanking damage.

I think on RpgRevolution (now defunct) one group game in planning involved terrain effect where elevation was involved (basically, the party was on a balcony. Ranged attacks could hit, as could spells and flying enemies. But not melee at ground level. In would be cool to manage strategic issues like this.
In exchange for gaining control over enemy targetting, you lose the need to think about and plan around healing targetting.

In any system that makes sense, healing generates aggro. So healing too much should cause the enemy to attack the healer. That's how it's been in FF mmo's.
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
Yeah, but the healer can't do anything about that. What are they going to do, not heal as much? The only way they can do that is for the tank to take the adds instead of the damage dealers. Threat caused by healing is there to force the tank to get a minimum amount of aggro on all enemies, it's not there to encourage the healers to not heal.

Anyway, that's not really what I was referring to, I meant that the healer no longer needs to decide which party member to heal each round. They always heal the same person, because only one person is taking damage. In practice though, I suppose this ends up not actually being true because normal enemies get in a hit or two before the tank picks them up, and bosses always have ways to hurt other people (often by summoning normal enemies). Also, in a single-player RPG, it would be much more managable to have two characters each holding aggro on a different enemy, even in a three-character party. Maybe your game's aggro isn't about making sure one character takes all the damage, it's about making sure no one is getting attacked by two enemies at a time, because none of them are actually tanks. FF12 was like this, it had aggro but everyone was a squishy (at least the way I played), so you just wanted to use the aggro to try to distribute enemy damage evenly.
Craze
why would i heal when i could equip a morningstar
15170
Well, there's always ways for a healer to play with threat. For example, in FFXIV White Mages get a 2-minute cooldown that both wipes you off the Threat table and regenerates a set amount of mana over the next few seconds. One of the most important skills for a good WHM is knowing when to use this ability. Generally, you use it as soon as it comes off CD so that you can keep your mana as high as possible -- but sometimes you need to save it if you know you're gonna take a lot more aggro.

In a turn-based RPG, if you had a threat system in place that was more than the default odds or tgr stats, you could have a moderate heal that costs more than normal but generates more threat! Or a heal that transfers your threat to the target, like a shiny beacon. Or a stance you can enter that lets you not use offensive actions, but also sets your threat generation to 0. Or a skill that swaps the threat of you and another target.
In the few non-MMO RPGs I've played that had an aggro system, this usually translated to frustration, because the monsters ended up ALWAYS attacking the same character. This just let to extremely boring boss fights because they were 100% predictable.

It also often translates to very cheap tactics. Boss got a strong fire attack? Give one character fire resistance gear and then make him keep aggro.

It can also be the opposite around, frustration because one of your characters keep dieing. Like you have that one really strong attacker who is weaker on offense. But if I attack with him, since he deals most damage, he will get attacked by all the monsters and die. So I can't even make use of his offensive, instead I have to use the "Defense" command with him until the other characters dealt a bit of damage. So what's the point of having an offense-focused character in the first place?

The only time it might work out really well is when:
A) It's not 100% determined, but rather a chance, so that there are still surprises.
B) There are plenty abilities available that have a "Taunt" like effect, that give battles a lot more strategy then just "Deal most damage with your tank so he gets attacked".

The aggro system in Deadly Sin 2 was a good start I guess.
The way around this is to have a relatively flat aggro system that increases aggro by action. The character with the highest aggro gets attacked. Something like Defend adds no aggro, unless the character has Guard status. Using Healing command adds 1 aggro. Attacking (certain characters only, the healer can attack all day and not generate hate) adds 1 aggro. Taunt adds like 5 aggro. So in theory, if the healer is doing alot, and the tank kinda isn't, attention will suddenly shift to the cleric. If after that, the tank steps it up, the monster will look at them. And if the healer is doing too much, even taunt won't draw attention away from them without multiple uses.

I play a LOT with aggro in my RPGs.

Especially recently.

The thing is, it's frustrating to have a character who is good at taking hits not take the hits, and your more fragile guys take more damage, screwing up your whole strategy and stalling the battle as you try to salvage things and then you end up making no progress at all.

So I try to find ways to make tanking useful and viable, but not perfect.

Like, I'm working on Mayhem Maiden right now (I'm going back over the combat system, at any rate), and while it's preferable to let the Designated Tank take all the hits, she can't just take them all effortlessly. Enemies hit hard, meaning that your mage will have to take time away from nailing elemental weaknesses and buffing the party to heal her so she doesn't die next turn, unless, of course, you used a turn on the "jack of all trades" character to have her set up a "heal 50% of a random ally per turn" skill, and it just HAPPENS to hit the tank (or you have another character use an item, of which you can only carry a limited amount of).

The idea is that while tanking is good and saves more vulnerable party members, it requires you to do other things to protect the tank as well (like putting a "heal a little bit if you take damage" status on her, or a Defense buff or MaxHP buff to take the edge off), or she will die and leave everyone vulnerable. This is leaving aside things like party-wide attacks, the fact the mage can temporarily lose access to her healing if she uses too many spells, and enemy skills that hit random party members and are either less, or not at all affected by Aggro/Draw Rate.

Oh, and the fact that as the main physical damage dealer "warms up", her aggro rate goes up as well (AND she loses defense), meaning she will eventually start competing with the tank for enemy attention quite well, meaning you'll need to start using the Cover mechanic too for those hits that sneak through.

I think the Etrian series does a fantastic job of this, although it has an edge in that the designated tank there literally can't tank forever due to limited MP concerns.
I do like the idea of constant tanking using up valuable MP; as long as MP isn't very easily replenished, it could give the player something to think about.
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