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HOW DO YOU MAKE SOLO COMBAT INTERESTING?

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Now that the semester is over, I'm looking over my game projects again, and while I do plan to get back to my big project, I'm also considering getting back to a smaller one I've had prototyped for a while.

After much thought, I've that since it's basically a stealth/thief kind of game, it works better with a single main character instead of a party.

Now, the problem is that I'm not sure how to make turn based combat interesting when there's a single character on the field, as they can't synergize with any other characters to provide compelling gameplay.

The last two times I did a single party member game, I was able to sidestep the problem, but not here.

First time, the entire game was a single prolonged boss fight, based around countering and outsmarting an enemy with your exact skill setup. This can't work for a short and snappy combat system used for many many encounters.

The second time, I compensated for the simplified combat by using a no-wait ATB system and made the game all about making snap decisions with limited resources, and manipulating timing to get an edge.

Sadly, I'm using MV for this project (a requirement, actually, as the lockpicking minigame uses the mouse controls), and the way the engine is structured, it's apparently not possible to make a no-wait ATB system.

So now I'm back to square one, with a major game design question.

How DO you guys make single character turn-based combat interesting?

EDIT:

I HAVE considered axing all combat, but I don't think I could do that in a way that would feel satisfying. At worst case, I could do it Radical Dreamers style and make it about getting a response from the enemy and using that to decide how to counter them, but...Again somehow it doesn't feel satisfying as once you've "solved" the enemy encounter, it becomes rote memorization.
NeverSilent
Got any Dexreth amulets?
6299
Hey, glad to hear you're getting back to working on your projects! I've been looking forward to any progress. I hope you're not too exhausted any more now.


Regarding your question: I'm bad at designing and balancing turn-based combat, so take my suggestions with a grain of salt. But I do at least have some theoretical ideas on how you could try and approach this problem.

Developing what you did in Delusions of Duty and Heresies of Discord further, one possibility is to have the main character's abilities synergise with each other, instead of relying on additional party members. For example, you could set up a battle system where every skill's effect is altered depending on what skill the player used during the previous turn. That way, you'd only need a relatively small number of abilities to give the player a huge amount of options. Perhaps it would work even better if you allowed the player to take multiple actions per turn, thereby eliminating the need for additional party members to provide effective "combos." Of course, it would probably take quite a lot of work to set up, though.

If you can't diversify the player's party, you can also have the enemies synergise with each other instead. While the player may only have a limited amount of options to work with, as long as the challenges they face keep mixing things up, it can stay interesting. A large cast of unique enemies would work just as well as different constellations of enemies that act differently depending on who else is in their party. It'd be like giving the player a small set of tools, but presenting them with many different puzzles that all require a different combined use of those tools. You'd have to make sure that the player's abilities are useful enough to potentially counter many different enemy strategies, however. Think of it like designing a boss with strong multipurpose skills that can keep an entire group of heroes in check, only that the roles are reversed here.

You could even try going the extra mile and combine these two priorities by building a battle system where each skill has a different effect depending on which enemy it is used on. This could make for a lot of effective storytelling and characterisation through gameplay in combat, too. But obviously, it would be extremely tricky to implement, and maybe not worth the trouble if enemies aren't intended to have a lot of personality to begin with.


I could try and come up with more ideas or details if you want, but I hope I managed to get the gist of it across for now. Hopefully any of this is useful to you at all.
A lot of the more successful turn-based RPGs with one character either have some sort of action element to them (i.e. Undertale) or don't really emphasize combat much at all.

You could always pull the OFF thing by having artificial party members, such as having a main character and several weaker "satellite" characters that have fewer abilities or mechanics than the protagonist.

I ran into a lot of trouble basing a turn-based combat system around two characters for Soma Spirits, which I ended up stretching a bit thin. It feels like working with anything fewer than three characters for turn-based is much more challenging.
Solitayre
Circumstance penalty for being the bard.
18257
If you have a solo character, give them more than one action per round. See Craze's Wine & Roses for example.
I made a single-character RPG a while back and it became interesting just to stay alive against tough opponents (or groups of opponents). They key was giving the player a swath of good, useful skills. In this way, a lot of the game became like gambling, anticipating enemy movements to use the most effective skill for the situation, and to sometimes take risks. And we all know how addictive gambling is to the brain.
InfectionFiles
the world ends in whatever my makerscore currently is
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Solo is difficult and makes a duo look easy.
Couple ways I've dealt with it.

From my half of the game The Shore, each encounter the enemy faced was a puzzle, whether it was a large group of weak enemies that were vulnerable to AoE, an enemy that regenerated health but could be set on fire to even out their healing (and having to refresh that fire), to an enemy that was physically tough but could be weakened with lightning. It didn't have too many battles, but people generally agreed they were short, sweet and enjoyable. The boss fights involved using a few of these skills to figure out the pattern. As you mentioned, it relied on rote memorization, but the point of my game's battles were simply puzzles, and if you keep the number of battles small enough, it won't wear out its welcome.

Another project I started but dropped, involved the player barely being able to land a blow, and had to buff themselves and debuff the enemy just to land a hit. The game never left development, but it was fun to have to use skills to "dance" around the enemy's peculiarities in order to take it out. Of course, in this game the character you controlled was not a fighter, and was intentionally very weak, so I made the battle system play into that.

I did the "two moves per turn" thing with another battle system, but it didn't turn out too well. Hard not to release two attacks in a row, or two damage skills in a row. A surprising amount of balance has to be considered for that kind of system, because the player's skill set and attributes are effectively doubled every turn.
Marrend
Guardian of the Description Thread
21806
The one game that I made that had a solo party member involved skills that evolved into more powerful versions of themselves as they are used. None of those skills removed status conditions, so, I decided to throw in some status removal items that also made the character outright resist the status they removed for three turns.

Though, that game was more about letting the personality of the character players controlled shine than having a well-balanced combat engine, so...
Well, I've thought of a few ways in the past.

One is making left arm/right arm (basically, duo 'heroes') and each have different skills that play off each other. So left arm might block any attacks incoming, whilst right arm attacks, or left might use 'grip' which powers up the attack from the right. That kind of thing. It's cheating a little but it's one way.


Extra turns is helpful. I have one game where I added an 'item use' turn so that if healing was needed they could do so without expending their turn, making healing non-wasteful (to note, they could only use items in that turn - it wasn't a real turn in that they couldn't effect the enemy).

Skills that change over repeated use is a good one, which Marrend pointed out above.

You could also have skills that unlock over time, so that the longer the battle goes, more spells come into play.

There's also skills that lead to combinations based on what you used. So if you have a fire and ice skill to start with, using the fire skill unlocks a blast or buff spell. Using the buff unlocks access to the berserk or healing spells, and using the blast unlocks access to the explosion or apocalypse spells. If you wanted you could make it that switching to the initial ice spell resets the fire path and unlocks only the ice paths, or just keep them open once unlocked. Sort of like an in-battle skill tree.

You could have an MP pool that grows allowing you to chain more attacks the longer the battle goes. Think something like you start with 1 MP and it grows +1 per turn. You have a fire (1MP), ice (1MP) and Confuse (2MP) spell to start with. First turn you can either use a fire or ice spell. Second turn you could use two fire, two ice, a fire and ice or a confuse spell. Third turn you can use three fire, three ice, two fire and an ice, two ice and a fire, a fire and a confuse or an ice and a confuse spell.... and so forth. Perhaps some skills can chain together to give an extra benefit as well, so if you use, say, three fire you can cause burn to the enemy, or if you use three ice you can freeze them. Say you use ice/fire/ice on an enemy that has metal, you can break their metal armour (super cooling/heating over and over can warp and buckle metals. do it enough and they can become brittle and break).

You could steal enemy abilities to use against them in battle, or summon spirits of enemies you've killed to give you their battle skills. Say a skeleton gives you skills like bone-toss, grave intensity, skull cackle and bone dust, whilst a bird type would give you sharp peck, wing slap, whirlwind and screech.

Just a few ideas.
There are some really nifty ideas in here!

So far, I'm envisioning a system with 3 turns for the hero at a time (or # of enemies +1), with an increasing bar as actions are piled on that lets you have more options (or just buffs damage passively but can be spent to take defensive actions), and with regular skills having no cost but being on cooldowns.

And where all enemies have "tells" for different skills they're planning (if I can manage it) so if you fight one and pay attention it gives you an edge in later fights.

Evolving skills or combos off your own skills or items is a neat idea as well.

Considered "satellite allies" for a while, but I don't want to make the hero a summoner, and having him use disposable "drone bots" would be a little wonky for him to find lying around when the high tech stuff in my setting is somewhat rare.

Gonna iterate on these for a bit, thanks for the food for thought, guys!

author=SgtMettool
A lot of the more successful turn-based RPGs with one character either have some sort of action element to them (i.e. Undertale) or don't really emphasize combat much at all.

I ran into a lot of trouble basing a turn-based combat system around two characters for Soma Spirits, which I ended up stretching a bit thin. It feels like working with anything fewer than three characters for turn-based is much more challenging.

1) Yeah, I don't wanna super-emphasize combat either (I would enjoy making it entirely optional), but I want getting caught by a patrolling enemy more satisfying than "oops, caught, return to checkpoint of some kind", and my action-y solution from last game doesn't work in MV.

2) I have a 2 character game semi-thought up, actually. My ideas for that game involved skills that combo'd and that you could evolve over the course of the game, as well as gaining "Command points" whenever you got a kill or used an advanced skill, which could be spent to make one of the two characters get extra turns and a specific buff for a while. Unfortunately, the story felt...Kinda uninteresting to be honest, and I had other projects that interested me more.
I don't know if this fits with the setting you're using, but on the subject of allies, I really loved the way it was handled in one of the chapters of Live A Live.

You play a ninja who has to infiltrate an enemy estate, which is basically one big non-linear map and multiple approaches. You can complete the mission on your own (either by by stealth or combat) but there are also a couple of allies you can enlist on-site - one is a prisoner, another is a sort of... clockwork robot thing, and there might be a third but I'm not sure.

This leads me to think that you could have the meat of the game feature a solo character, but you could have minor recruitable allies depending on the nature of the mission at hand - trained animals, rescued prisoners or allied moles, mercenaries, or even an enemy that you've blackmailed or struck a deal with. You'd have to make decisions about the risk versus reward of trying to recruit an ally, whether taking one on board would limit your stealth options or represent choosing a side in a mission. It can keep combat fresh by giving you options without sacrificing the solo stealth theme, and it keeps the experience tight by definitively tying your combat ability with your story progress.

You can do the same thing with your character's abilities. If they rely on available equipment or resources, then you have to hunt for weapons or choose which to bring with you. Combine that with having to choose whether to engage in combat at all, plus the actual battle mechanics you have in mind already, and I don't think combat will get stale any time soon.
Hmm i think with single character combat you have to make things go fast. When you have a whole party you're spending 50% time on menus and 50% looking at the animations/actions result. If you only have a single character, you'll be spending around 15% on menus and the rest watching battle animations, at first this is awesome if the animations are well made. but after some time players will lose interest at animations.

Example : Final fantasy 15. If you haven't played, when you give an item to a party member, the whole fight stops and plays a short animation of the character taking the item. At first it's fine, it let's you know that the character did take the item and leaves you some time to check how much health he got from that. At first this is pretty usefull but when you get a hang of the game, you get anoyed to watch the same frames of animations and at this point you're used to watch the hud and check on everyone's life.

Back to your game: The player needs something to interact with at all time or it will feel like watching the same animation over and over. You said you wanted to keep the turn based combat. Here's what I would do: I'd probably use an ATB system (attack bar) to make the fights more dynamic and add in some elements of randomness. It could be the attack having different animations like for example if your main character has a sword, he could either swing up or down randomly instead of always swinging down. I'd also add in some elements affinity harder then normally, meaning some monsters are completely immune to X type of attack. Making the player buys different items and use spells so that he doesn't only spam one spell. Make the defend command stronger since you know enemies are gonna focus only him. Have some predictable actions that will deal massive damage so that the player doesn't just spam attack in a battle. For example "Bomb-cat is charging up!" means that next turn he will explode if the player doesn't block that he will most likely lose or will have to waste healing items if he's deep into a dungeon. Depending if you want a classic style rpg or a something a bit more recent, add some animations to the menus, something that feels satisfying. Lot's o' spells, items and weapons to mess around with.

That's pretty much all i have, i hope i could give you some ideas!
AtiyaTheSeeker
In all fairness, bird shrapnel isn't as deadly as wood shrapnel
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I don't think I can really add much other than what's been said already, at least regarding what to do. What I could suggest NOT doing, however, is some stuff I've been struggling to figure out for a game idea I had.

Essentially, I feel that balancing for single-character combat in JRPGs makes for kinda boring play if not handled well. It really boils down to a few actions, as far as, say, Dragon Quest 1 handled things. Combat options really feel like a) converse MP by slogging through with weapons, b) bail out a sinking ship by healing, c) try to do extra damage with a spell, or d) completely shut down an enemy with a paralysis/mute spell.

Then again, maybe I'm over-analyzing things, especially for one of the first JRPGs; the genre's come a long way since then, and I'm definitely gonna be following this thread for tips and tricks on such.

PS - if you're looking for some single-character RPG Maker games for examples of what to do and what not to do, try these: Cope Island, One Night at the Steeze, and Monochrome.
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