THE RISE OF THE COMPLETE HEAL AFTER EVERY BATTLE GAME

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unity
You're magical to me.
12540
author=bulmabriefs144
It isn't about the battle guys. It's about the dungeon. So, given the full restore and no gameover, how would you make the dungeon challenging?

If you want a game of resource/item management and attrition over the period of a dungeon, then yeah, this style of gameplay isn't for you. But you're asserting that it's "horrid" and "does not induce strategy" even though people constantly keep explaining to you that the strategy is switched to managing battle-to-battle rather than dungeon-to-dungeon.

As a developer, do you really think that there's nothing more to a dungeon, challenge-wise, than the attrition? The exploration, gaining of new equipment/abilities, possible puzzles, twists and turns, etc are all still present in the full restore variant.

If you want to limit yourself to a very narrow definition of how a game should be made, that's your business. But I find your reasons extremely unconvincing and poorly rationalized.

Craze said it best:

author=Craze
expecting something as vague as "rpg" to be held up to one very specific standard is insanity

EDIT: And come to think of it, you don't even have to remove full-dungeon consequences and an overall tense feeling with this system. In Housekeeping's The Heart Pumps Clay, he has a risk vs reward system that makes the whole game's dungeon feel meaningful, and really adds something new to the experience.

I think it ultimately comes down to being willing to try new things, because we get all sorts of interesting new gameplay that way.
slash
APATHY IS FOR COWARDS
4158
I've been thinking about dungeon design in a Heal-After-Battle game. It's tricky, 'cuz you can't really treat it the same as you would in a typical RPG. No resource stress means that there's not much keeping you from easily hopping between points of interest (chests, fights) and that could definitely dull down the exploration. I remember that sticking out in Wine & Roses - while the items & skills you find all give you a little story and character, there was a decent amount of walking back and forth, especially if you had to go explore to find an easier fight to handle. I haven't gotten a chance to play The Heart Pumps Clay, so I'm interested to see how other Heal-After-Battle games handle that.

I think dungeons can still be interesting in this kinda game, though! MMO raids are a good example of this - there's a setting to the overall dungeon that echoes throughout (an old troll temple full of shamans, a volcano full of dragons and their servants) and there's a chain of progression too. You could set up dungeons in such a way that the early, easier fights teach you some basics or new mechanics, and the later fights put that to the test. Having a more linear, less "wandering" dungeon layout lends itself pretty well to the lesson > homework > test style of gameplay design.

Not only that, but since you're likely focusing on quality over quantity of battles, you can use them as an opportunity for storytelling or characterization. Rather than a boss just being, y'know, a big spider, it can be a spider queen with her own personality and quirks. MMO raid bosses usually do this really well - the boss will shout quotes and taunts as you fight, and sections of the dungeon may lead up to them thematically - for example, webs and spider enemies leading up to the spider queen herself.
author=bulmabriefs144
Battle 1: God that's hard. I beat it barely.
Battle 2: I find and exploit the monster's weakness, and use my healers to stay alive. It is still hard because the challenge of the monsters means they are heavy hitters. I have to be careful with my healers too.
Battle 3: I use the strategy from 2 to win. It's difficult, but I'm used to it, and now can probably grind, so long as I am paying attention.
Battle 4+: Being careful, I grind and level up a few times. If the level gap is too much for the boss, I probably will be doing this for awhile. Hopefully, the game make saw fit to provide some sort of low level exp bonus so I'm not doing this for hours. The strategy to staying alive is there, but with no risk to staying, I settle into a routine. This is NOT what I want to happen. I want to have my character occasionally need to regroup, rest in an inn, etc. True, I've learned tactics from these battles, but ultimately I'm bored from fighting the same battles, and winning the same way because the conditions don't change.

Why are you grinding after Battle 3? Unless it's a poorly designed game, which should not be assumed, you should not have to grind. If the game is well designed and you still grind, you are sabotaging the game for yourself.

Also, why would full restore after battles make them more into routines? Even with resource management, battles becomes just as much routine. You find the tactics that conserves your resources the best within an acceptable cost of time and then repeat that tactic for every other battle.

It isn't about the battle guys. It's about the dungeon. So, given the full restore and no gameover, how would you make the dungeon challenging?

By placing hard battles in them? If a player fights 15 challenging battles in a dungeon, said player is challenged 15 times during the dungeon crawl.
Craze
why would i heal when i could equip a morningstar
15170
i don't know why you guys keep intereacting with bulmabriefs

slash: yeah the wandering was WaR's biggest weakness :<
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=slash
No resource stress means that there's not much keeping you from easily hopping between points of interest (chests, fights) and that could definitely dull down the exploration.
In I&V, I tried to solve this by making the dungeons be like Zelda dungeons. Puzzles, locked doors, tools you could get, objects that could be interacted with via those tools.

It kinda works to make it feel like a dungeon, just in a different way. But that's not why I did it. I did it because, more importantly, it solves the "final hallway 13" problem. I actually dislike the kind of nonlinearity that is used in some RPGs where you spend time wandering around looking for content - I prefer knowing where my next destination is. But I don't mind having to use problem solving skills to figure out how to reach that destination if something is blocking it. This keeps the non-battle portion of the game from being just battle, walk forward, battle, walk forward.

I do dislike that the zelda-style problem-solving doesn't really seem to thematically fit with the high-velocity 80s action though. really i should have just made a side-scrolling beat-em-up game OTL
author=unity
author=bulmabriefs144
It isn't about the battle guys. It's about the dungeon. So, given the full restore and no gameover, how would you make the dungeon challenging?
If you want a game of resource/item management and attrition over the period of a dungeon, then yeah, this style of gameplay isn't for you. But you're asserting that it's "horrid" and "does not induce strategy" even though people constantly keep explaining to you that the strategy is switched to managing battle-to-battle rather than dungeon-to-dungeon.

I guess not. But I think now we understand each other. I find this type of thing kinda "meh". I do however, think it can be done well. I liked Essence Enforcer.

And yes, I think dungeon crawling is more than that, and I like the exploring. I just found that to be a very key part of the tension factor for dungeons. I do believe one could have this system and still induce dungeon angst. I just don't know how to do it.

I concede to your point, unity. It is important to try stuff, and if you can make it meaningful then yea, I'll check it out. I'm not sure I'll ever prefer that style (too many MMOs and old school rpgs), but I'll check out The Heart Pumps Clay.

Crystalgate, you've not played my game have you? I like grind. I have grind to such an extent that some monsters are rated at level 150 with scan, and have crazy stats. It does not matter what kind of game I have, I grind.
The point is I see it as an invitation to camp out. The average grindy game would have you periodically buy supplies at decreasing intervals. This breaks the "well I'm gonna stay here" monotony if you are underlevel to survive the boss (or need more skills). You occasionally have to do X (rest, buy supplies, whatever), and this creates a stopping point.

Yes, gauntlet style fighting is one solution. But there, you would need to gradually increase the difficulty, the further you get into the dungeon.

author=LockeZ
In I&V, I tried to solve this by making the dungeons be like Zelda dungeons. Puzzles, locked doors, tools you could get, objects that could be interacted with via those tools.

I like this approach. In the off-chance the player is like me, and doesn't appreciate full-heal, they would still get the challenge they need from puzzle-solving. Then again, I like hybrid games (Okami is a favorite).

Final hallway 13? What's this?

Oh.

http://knowyourmeme.com/videos/55728-jontron-jon-jafari
Wow, the thread looks that much more interesting when you put the troll in ignore mode. ^.^


Anyway, I rather like this kind of battle. It allows for you to explore a lot more with the battle system rather than just hit a bunch of checkpoints, like most RPGs.

I love it.

The classic jrpg is about conserving ressources. If you just put autoheal after every battle in a game that is all about conserving ressources, that may not work very good. The average jrpg-trashfight is in itself very very boring and can hardly be lost at all. How could you lose with your 87 life potions and your 65 mana potions and and enough ressources to fight for the next 3 hours? The average jrpg-trashfight is something that takes away some ressources and what the player wants is to get to the boss with the most amount of ressources left. This also leads to passive gameplay. If the awesome skills cost precious mana, its best to use them as rarely as possible.

Does this system work? Sure, it did for 30 years now. Were the games fun? Sure.

Can we do something else? Yes! Why should we? Because even if dragon quest was fun, other things can be fun too, and sometimes more fun (opinion).

I prefer battle systems that are more about smashing the enemy in the most effective way, instead of the most cost-effient. That does not mean, that you always use the same skill, well if there is a skill that does the most damage and costs the most mana, then yes, but why should you even create that kind of skill in a game like this? Monster Groups can be different and combining different types of monsters creates different scenarios for skill-usage. Ressource systems don't need to be about conserving ressources for a dungeon or the rest of the game, they can be about managing ressources for the next 6 turns. Heros are not required to have a pool of mana, they can also have a little pool of energy that regenerates quickly.

The best way to beat those battles is to kill the enemies by combining the powers you have and using the right ones. Autohealing and autoreset after lost battles can make them fast and challenging as well, because youre losing the battle when you failed to use the right skills, not because you used all of the 245* heal items you had.

*not really made up number.
I think if we want this system though, we need to reinvent what battles mean from the ground up.

D&D 4th Edition was a good experiment. Encounter powers and daily powers. Having some abilities restore if after battle, and some after either 24 hours passes or you rest at an inn. There would also be at will powers. You would need to make some system to switch the skills with unusable ones (make a Weapon Attribute that no weapons have is one way) to grey out abilities until the day passes.
Oh look... you FINALLY FREAKIN' UNDERSTOOD WHAT WE WERE TELLING YOU!!! orz
Huh? I was telling you this for the last seven times.

It's just I meant "Look I don't think we should do that unless X, Y, and Z are implemented" and you guys heard "Look I don't think we should do that-" and proceeded to take everything else I said out of context. It's not my fault I can't speak properly. Wait... ^_^;

I have no problem with the encounter powers system. I have a problem with programmers who are munchkins. Who want their game characters to be invincible and don't program against completely broken balance. Sorta, like, if Housekeeping and a few of the main people who make such games get copycats, and they just steal code without understanding how it works to make games where they can beat easily but everyone else is bored. That I'd have a beef with.

If you do this system, you have to make it believable as a challenge. If you can't do that, yea, people like me will complain.
...
you...
I...
ugh


Bed. Need bed.
unity
You're magical to me.
12540
author=bulmabriefs144
Huh? I was telling you this for the last seven times.

It's just I meant "Look I don't think we should do that unless X, Y, and Z are implemented" and you guys heard "Look I don't think we should do that-" and proceeded to take everything else I said out of context. It's not my fault I can't speak properly. Wait... ^_^;

I have no problem with the encounter powers system. I have a problem with programmers who are munchkins. Who want their game characters to be invincible and don't program against completely broken balance. Sorta, like, if Housekeeping and a few of the main people who make such games get copycats, and they just steal code without understanding how it works to make games where they can beat easily but everyone else is bored. That I'd have a beef with.

If you do this system, you have to make it believable as a challenge. If you can't do that, yea, people like me will complain.

That's not what you were saying earlier. It's really not. You plainly said that it "does not induce strategy" and is "horrible" but are now claiming that you were misunderstood the entire time? Is it so hard for you to say "Maybe I was wrong?"

I could spend like an hour showing how you said, specifically, how this system is bad. But rather than go back and quote you and highlight your hypocrisy, I think that time will be better spent working on my own game, so I'm ignoring you from now on. Not just in this subject, but perhaps everywhere. Because you pull this nonsense all the time.
so anyway, one thing I don't like in this Healed All The Time framework is that skills are nerfed. Without any longterm costs, the game's balance has to made elsewhere (otherwise why not just spam Ultima?), which means that there either are no more Ultima-like super powerful spells OR all spells have deficiencies or counters.

And then the game's battles all devolve into "Guess The Pattern" and react accordingly.

Not sure if that was brought up yet as a counterpoint to the desirability of Healed All The Time (I tried reading the last handful of posts but it was too painful to continue), but there it is.
slash
APATHY IS FOR COWARDS
4158
author=bulmabriefs144
I think if we want this system though, we need to reinvent what battles mean from the ground up.

Welcome to the conversation! This is exactly what everyone has been saying the whole time.

Take this thought and apply this to everything you ever make in any game, ever. Don't make assumptions about what works and what doesn't in a game based on other games; test everything for yourself. This goes double if you're totally rebuilding a system like we're talking about with battles and healing.


author=kentona
so anyway, one thing I don't like in this Healed All The Time framework is that skills are nerfed. Without any longterm costs, the game's balance has to made elsewhere (otherwise why not just spam Ultima?), which means that there either are no more Ultima-like super powerful spells OR all spells have deficiencies or counters.

Ahh, see, this is the nitty-gritty design I can get behind!

Ultima was never really an interesting spell. It did massive damage and didn't even need to be aimed at a specific enemy to hit an elemental weakness, it just worked as long as you have the MP, and MP was never a really scary drawback. There's no choice! Which is fine if you want the player to feel super powerful (and Ultima is really good for that) but terrible if you want nuance and tactics.

I love the idea of powerful skills so good that they do more than just drain your mana, they have dangerous costs that make their use incredibly scary (to match how powerful they are!) To bounce around some ideas of ways to limit "ultimate" spells in a heal-after-battle game:

  • The spell can only be used once per battle. If it's a damage spell, you'll want to make sure the user is totally buffed and the target is totally debuffed to get the most out of it.
  • The spell can only be used once, and has a greater effect the later it is used in battle. Your best option is to save it until you need it most.
  • The spell has a self-damaging component that deals massive damage to the user. Maybe it brings them directly to 1 HP. Could work really well for a protection spell - all other heroes become immune to damage temporarily, but the user dies immediately (and can't be rezzed)?
  • The spell inflicts a debuff on the user for the rest of the battle, lowering their attack and defense.
  • The spell increases the enemy's power after use for the rest of the battle.

I agree that a lot of times heal-after-battle battles boil down to "figure out the right order to use abilities in, then win." Which can be a lot of fun anyway, if you're into that!

But, if you want some more complexity, a way to mix it up is to add some more randomness to the battle instead of a set in stone attack pattern. If the boss can use one of two attacks at random - both equal in power, but with different effects, say one inflicts Stun and one inflicts Poison - then the player has to prepare for either inevitability. You can also have a psuedo-intelligent boss that responds to player actions. For example, if a boss will intelligently cleanse Poison from itself, the player can make it waste actions by constantly inflicting Poison. Obviously this would have to be balanced somehow, but there's potential. Both parties shouldn't just be attacking with a set pattern and totally ignoring the other side's actions. The idea would be to create a game of back and forth, like chess where both teams are constantly trying to counter the other and gain the upper hand.
author=unity
author=bulmabriefs144
Huh? I was telling you this for the last seven times.

It's just I meant "Look I don't think we should do that unless X, Y, and Z are implemented" and you guys heard "Look I don't think we should do that-" and proceeded to take everything else I said out of context. It's not my fault I can't speak properly. Wait... ^_^;

I have no problem with the encounter powers system. I have a problem with programmers who are munchkins. Who want their game characters to be invincible and don't program against completely broken balance. Sorta, like, if Housekeeping and a few of the main people who make such games get copycats, and they just steal code without understanding how it works to make games where they can beat easily but everyone else is bored. That I'd have a beef with.

If you do this system, you have to make it believable as a challenge. If you can't do that, yea, people like me will complain.
That's not what you were saying earlier. It's really not. You plainly said that it "does not induce strategy" and is "horrible" but are now claiming that you were misunderstood the entire time? Is it so hard for you to say "Maybe I was wrong?"

I could spend like an hour showing how you said, specifically, how this system is bad. But rather than go back and quote you and highlight your hypocrisy, I think that time will be better spent working on my own game, so I'm ignoring you from now on. Not just in this subject, but perhaps everywhere. Because you pull this nonsense all the time.

It is what I said earlier. It really is.

"Complete heal does not induce strategy" (when handled incorrectly and/or because your idea of strategy is single-battle, which is not a correct definition because there are actually multiple components to a battle, including what happens after it, which is about the long game of attrition)
"It is horrible" (when you put this together with no gameover, because you need to have some drawback to defeat)

I'm pretty sure I said something along these lines. Several times. But yea, sure, if all you heard was a sound bite, go ahead and ignore me. But that was never what I was saying. So no, I'm not apologizing, because that's not what I was saying. For the record, my game has fairly easy after battle healing. It does not have after battle healing, but it has renewal for physical attacks. It is possible to run out of MP, and this can make things tricky. It relies on MP potions however for stretches in between battles, and despite this you can get to the point where you are slogging through with no mp. The battle gets easier if you fight more, basically.

Since you don't believe me:

Hate 'em. Well, actually, I've only played Wine & Roses, but yea. Horrible mechanic. Mainly because of both being in battle. You can have auto-restore. You can have games with no gameover. But to have both is like the creator is afraid of disappointing his own players with a loss.

As in, the fear is that both was unbalancing. Not that complete heal by itself was intrinsically bad.

I've played a Sailor Moon RPG called Another Story, which had auto-heal. It was okay. Actually, I liked the game. But I couldn't see the mechanic going mainstream, and I believe it may have been MP restore only.

The point of an RPG is balance and resource management.

I talked in depth about what this would look like. And I did cite at least one game that had restore after battle. It only had MP restore though.


Not "using the best spells for the situation." I mean, "using Ultima every battle, because you know the next battle you'll have the mana." This is the inherent flaw in such a system, and it's compounded by no gameovers. But hey, don't let me convince you of anything.

Part of the selling point of the rpg game is resource strategy, knowing when to head back to the inn because you are breaking even or slowly losing, or when to buy items, or when to whatever else. If you can effectively camp because battles are not using resources, you're cutting off a core part of the game.

As in, you will need to flatten spells to make there not be some super non-element spell in the absence of mp restore. You would also need to have pretty much no items.

If there are no physical attacks, I would agree. Restore magic fully every battle. I played one of the games where everything was a skill, and there was some restore mechanism when you spent everything. Sure, fine. In a game where there are no physical effects, this would be true. In a game with no items, yes, that works too. But in a game where physical effects are a fallback, this makes magic (and later Limits) your trump card.

In cards, are you always able to use your trump? No, sometimes you have to play the cards you are dealt. In an rpg, the cards you are dealt usually has to do with what you have left from previous rounds, and what you have prepared for.

There should also be some limiters to spamming stronger abilities. Either they replace existing abilities (see Pokemon), or maybe they have special conditions for when you can use them.

Strategy is... winning despite the appearance of being outmatched, by using knowledge and planning. To this effect, there are actually three types of strategy:

Logistics (understanding things like movement, materials, and planning)
Strategy (understanding the larger plan of battle, such as "break its armor")
Tactics (course of action, such as on the larger level whether to attack or retreat but also what to do this turn)

Did any of you actually read what I was saying? Either I was pointing out some patently wrong assumption on your part, or usually agreeing with you. I gave you the military definition of strategy. You gave me Oxford dictionary or something, and tried to pass it off as right. That is... a horrible definition. That definition is more like Scooby Doo or something saying "we need a strategy!" I'm talking actual battle strategy instead and you guys. are. missing. the. point.

If the battles are well designed as a whole, then sure it makes sense to restore every battle. But if battles are viewed as something self-contained, and the maker doesn't care that the player was bored out of their skull grinding, since individual battles tested hard, yea, there's a problem.

I actually said this. Yes, it's okay to have restore every battle. If you make it well designed. If you make it so the player doesn't even notice that you'd done it. If you make it so they can't abuse OP attacks.

I like this approach. In the off-chance the player is like me, and doesn't appreciate full-heal, they would still get the challenge they need from puzzle-solving. Then again, I like hybrid games (Okami is a favorite).

And that brings us up to speed. At no point during all of this, did I say "complete healing is completely horrible and should be banned." I said that I (as in, yes, me personally) hated it, especially if it was poorly done. I said it can potentially be well done, but it is probably beyond the skill of a new programmer.


I usually have poor luck with hide feature (as in, it eats my post), so I'm whiting it out instead. Okay slash, let's read what you got.

The balancing factor of Ultima was that it was near endgame and/or hard-to-find spell. Until that, the game depended on the game's rock-paper-scissors of elemental theory. #1 can be done. Effectively. But if it wipes out monsters, pretty much you would be required to make creates that could withstand one hit but not 1 1/2 and were physically nasty. As in, weak enemies or even medium 1/battle is too much, but stronger, yes that helps.
#2 You mean once per battle, right? Although if you really wanted to balance a skill out, you make it used once. I like the idea of late battle damage.
#3 Has been done with some mass damage spells. And with the whole Dark Knight class. Generally, it's tested well as a balance.
#4/5 Never seen this, but it has potential.

I like this notion of back and forth. And I agree that the biggest by far problem with this battle style is once the player figures stuff out. Monsters should be able to react to your plans, and do some of their own. Even if the monster's same strategy is always "Drain MP and power attack the party once it's gone" they can conceivably do so by outright casting Osmose. Or they can have Celes Runic effect, and have spells give them MP instead of dealing damage. It might take the player a while to notice "hey wait, I beat this guy easy last time, why is it lasting so long?" Well ummm, it cast Runic 10 turns in a row. Counters are nice to have in the game too.
If you want something the player will never, ever, use just make it like an elixir. Or even better: an alternative use for an elixir! Add an achievement for never using said ultimate elixir and I expect 99.9% of players will only use them to fill a slot in their inventory. Problem solved!
slash
APATHY IS FOR COWARDS
4158
author=GreatRedSpirit
If you want something the player will never, ever, use just make it like an elixir. Or even better: an alternative use for an elixir! Add an achievement for never using said ultimate elixir and I expect 99.9% of players will only use them to fill a slot in their inventory. Problem solved!


One of the ideas I'm messing with for my current game is an "Alchemy" command that gives you the ability to use one of several potions. They're pretty powerful and can be used instantly, so they don't even use your action - but each hero can only use them on themselves, and can only use one potion per battle. Hopefully it'll create some tension - do you use one to heal at the last second, or do you use one to buff your ATK and commit to offense?
Always bet on face punching! I'd rather use the ability that I know I'll get an advantage out of and use the inherit damage mitigation in a damage buff to try and avoid the situation where I have to use a once per battle self targeting heal in order to survive. There's the question of uncertainty / guess the pattern but I assume that there's no fight where not using your once per battle alchemy is required or that the game can effectively communicate how and when you should use it without having to wipe to the enemy first.
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
Come on, don't ALWAYS bet on face punching. Hopefully there's a reason the game gives you both options. Like, I mean, if you're fighting a group of three enemies, and the first one starts dispelling your buffs, and the second one silences your healer, and the third one casts a spell that lowers your HP and MP to 1, then holy shit use the elixir instead of the buff potion you dumbass.