GET GUD: THE PLACE OF PURE SKILL IN GAMES
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Some of you may have seen the status I made (which I'll delete now I guess lol) which celebrated Romancing SaGa: Minstrel Song for PS2. Long story short, some friends were talking about grindy (J)RPGs and I noted that well, there really kind of aren't any. A lot of JRPGs are either easy or you're able to sort of push through once your numbers are up. I can't think of too many JRPGs that are actually grindy outside certain Dragon Quest games.
But Minstrel Song is different. Outside of very very high numbers in your stats (which would take an incredible, prohibitive amount of time), you're not grinding through that game. Unless you know how to play the game and you've been paying attention and prepped properly, you're not beating Saruin (the final boss), period. Point blank: Period.
While Minstrel Song has a ton of issues, that aspect of it is really refreshing: it's not even just because of scaling that SaGa is known for, it's just how the mechanics and the fight itself is structured; it requires knowledge of the game and the mechanics it taught you, you must know how to play the game, and you can't really grind through it.
It's not the only game to do so; Dark/Demon Souls/Bloodborne has made a name off it (even though yeah those games have flaws as well), older video games (like the NES/SNES Super Mario games) did it, and entire genres thrive from it, fighting games, RTS games, and others have built pillars of themselves of being locked up unless you put in the time and put in the work.
Does this lock some, or even many players out? Yes, it does. Should all games be this way? Absolutely not. But do I think it's a good thing to have in the community? Yes, it is. While it wouldn't be a good thing for all video games to follow this strategy, I do think as video games expand (and as its player base gets older and better at them) there should be enough room in the industry for video games or even genres that demand you actually learn the game to beat it.
In recent times video games have gotten easier and simpler for the sake accessibility and to relax, and that's fine! But as much as I like games to just relax and veg out, I do miss having more games available that were fun through intellectual and mental stimulation (which is part of the reason why I'm so big on fighting games). There's a ton of casual games, and that's fine, but I do think that there's also room in the industry for games that demand your skill and attention. I'd like to see more RPGs follow this pattern.
Thoughts? (before it inevitably comes up because of either poor reading comprehension on your part or a poor conveyance of ideas on my part, I'm not talking about games that are purposefully or mistakenly obtuse and frustrating or games are just hard for the sake of being hard like Kaizo Mario)
But Minstrel Song is different. Outside of very very high numbers in your stats (which would take an incredible, prohibitive amount of time), you're not grinding through that game. Unless you know how to play the game and you've been paying attention and prepped properly, you're not beating Saruin (the final boss), period. Point blank: Period.
While Minstrel Song has a ton of issues, that aspect of it is really refreshing: it's not even just because of scaling that SaGa is known for, it's just how the mechanics and the fight itself is structured; it requires knowledge of the game and the mechanics it taught you, you must know how to play the game, and you can't really grind through it.
It's not the only game to do so; Dark/Demon Souls/Bloodborne has made a name off it (even though yeah those games have flaws as well), older video games (like the NES/SNES Super Mario games) did it, and entire genres thrive from it, fighting games, RTS games, and others have built pillars of themselves of being locked up unless you put in the time and put in the work.
Does this lock some, or even many players out? Yes, it does. Should all games be this way? Absolutely not. But do I think it's a good thing to have in the community? Yes, it is. While it wouldn't be a good thing for all video games to follow this strategy, I do think as video games expand (and as its player base gets older and better at them) there should be enough room in the industry for video games or even genres that demand you actually learn the game to beat it.
In recent times video games have gotten easier and simpler for the sake accessibility and to relax, and that's fine! But as much as I like games to just relax and veg out, I do miss having more games available that were fun through intellectual and mental stimulation (which is part of the reason why I'm so big on fighting games). There's a ton of casual games, and that's fine, but I do think that there's also room in the industry for games that demand your skill and attention. I'd like to see more RPGs follow this pattern.
Thoughts? (before it inevitably comes up because of either poor reading comprehension on your part or a poor conveyance of ideas on my part, I'm not talking about games that are purposefully or mistakenly obtuse and frustrating or games are just hard for the sake of being hard like Kaizo Mario)
My opinion is pretty much just a nod of agreement with what you've already said. Not all games need to or should have a high skill requirement, but the existence of some games that do definitely makes the landscape richer.
As a personal aside, though, I'd regard the mechanic of convoluted (and worse, secret) button inputs in fighting games of the Street Fighter vein as falling under obtuse and frustrating. Smash Bros. FTW.
As a personal aside, though, I'd regard the mechanic of convoluted (and worse, secret) button inputs in fighting games of the Street Fighter vein as falling under obtuse and frustrating. Smash Bros. FTW.
author=AubreyTheBard
I'd regard the mechanic of convoluted (and worse, secret) button inputs in fighting games of the Street Fighter vein as falling under obtuse and frustrating.
All of the newer games have the command inputs available from the menu, so there aren't any secret moves anymore, other than combos that players discover.
Other than that, I heartily disagree; it's just a matter of practice and skill, since you can literally teach a dog (it's been done) to do a quarter circle command. That, and there are characters with differing button commands, charge characters like Guile and M. Bison have always been a part of the roster, and most recently SFV introduced Ed, a character who doesn't have quarter circle commands, but just straight up buttons, and while interesting and it adds diversity to the set, it just reinforced that fundamentally the game wouldn't work if everyone, or even most of the characters operated that way. That's just a prime example of 'get gud', but with practice you'll get there!
Smash Bros is great, but it's not everyone's flavor; the problem with it's simpler button imputs (and part of the reason why it struggles to gain it's place in the fighting game community) is that it's simpler gameplay makes it's skill ceiling much, much lower than the likes of Street Fighter, Tekken, or Guilty Gear.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Depending on how literal you're using the word "pure" in pure skill, there comes a time where you have yourself an action game with RPG elements instead of an action RPG. For example, the original Deus Ex vs. Human Revolution/Mankind Divided. The former is a true action RPG, whereas the latter is an action game with RPG elements.
I have not played Minstrel Song, so can you explain in greater detail/give examples as to how you can't just grind levels to overcome a challenge? It may be a source of inspiration for someone. Based on a short video I saw, it looks like a turn-based RPG. As such, numbers HAVE to come into play at some point, right? It's not like a Souls game where you have a dodge button that lets you avoid danger no matter the level.
Oh, this I have GOT to see.
I have not played Minstrel Song, so can you explain in greater detail/give examples as to how you can't just grind levels to overcome a challenge? It may be a source of inspiration for someone. Based on a short video I saw, it looks like a turn-based RPG. As such, numbers HAVE to come into play at some point, right? It's not like a Souls game where you have a dodge button that lets you avoid danger no matter the level.
...since you can literally teach a dog (it's been done) to do a quarter circle command.
Oh, this I have GOT to see.
author=Red_Nova
Depending on how literal you're using the word "pure" in pure skill, there comes a time where you have yourself an action game with RPG elements instead of an action RPG. For example, the original Deus Ex vs. Human Revolution/Mankind Divided. The former is a true action RPG, whereas the latter is an action game with RPG elements.
When I say 'skill', it's not always in the context of twitch skills or reflexes, although that certainly counts, alas, in RPGs that doesn't matter at all. When I say 'skill', I mean the skills the player has picked up in learning the mechanics. I'll give two contrasting examples;
In Final Fantasy VII, there are very few situations that demand the player's knowledge about the Materia system, which can get incredibly in depth. However, for the most part, the system doesn't require the player to learn it; many battles can be won simply via leveling up and pressing X through battles. Only the WEAPON battles demand the player know what they're doing.
Conversely, Final Fantasy Tactics is a good example of the opposite; it's really not that hard of a game, but in order to play it, you must know what you're doing and be familiar with the mechanics beyond a surface level. Port City Dorter in the first chapter is usually the wall that new players face where the game demands you know what you're doing before you progress further. Even if you grind, random encounters level with you.
author=Red
I have not played Minstrel Song, so can you explain in greater detail/give examples as to how you can't just grind levels to overcome a challenge? It may be a source of inspiration for someone. Based on a short video I saw, it looks like a turn-based RPG. As such, numbers HAVE to come into play at some point, right? It's not like a Souls game where you have a dodge button that lets you avoid danger no matter the level.
The simplest reason is that the final boss of Minstrel Song has stats beyond your ability to grind past. The way leveling works in RS, is that you can't really 999/99 out your stats, your stats to get that high just isn't practically attainable, and the rest of the gap has to be filled with smart armor choices, class choices, and skill usage and using the right skills/magic for the situation. Saruin does have some pretty interesting moves such as reviving your dead party members in battle to use against you.
His most interesting tactic is erecting a 'barrier' of sorts, where damage you do against him is reduced significantly until your party whittles down that barrier via damage, enabling you to hit him for higher damage. Additionally, every few turns he throws that barrier at your party for whatever damage is left on it, and then refreshes the barrier.
Basically what this does is force the player into a balancing act of not using all of their WP/SP into eroding the barrier, but still needing to take down that barrier with sufficient power skills to damage him, and to reduce the damage that barrier does when he tosses it at you. It's pretty interesting!
Oh, this I have GOT to see.
I gotchu fam.
Yeah, so I don't want to hear 'wah fighting games are too hard'. It's just a skillset that you have yet to learn. Get on that level. It's like me wanting to join the football team and saying that throwing a spiral is too hard. Yes, it is difficult, but entirely attainable with practice, and once you learn you'll never forget it. I understand there's next to no overlap between RPG fans and fighting game fans, but you can do it, I believe in you.
In both cases with the sports/video game analogy, changing the rules of the game to make them simpler would damage the hobbies and make them fundamentally stuck with a much lower level of play. This will even be more of a topic coming up with the rise of ESports.
People are already prone to dropping games (especially as they grow older), and challenges requiring any sort of mastery will only exacerbate that. If your goal is to tell a story, which a lot of RPGs are about, then you really don't want that. People are going to drop your game without experiencing that mindblowing plot twist you've got in the latter half. Add to that, are people playing RPGs really looking for a challenge? It's a genre where your ability to damage something is abstracted to a number game.
In the case of Souls, it exploded because it's basically babby's first "difficult" game. It's also made by devs that are experienced in creating great atmospheres for their games, so it has the necessary aesthetic appeal. The game itself is more annoying than challenging, tbh. It happens to be difficult and punishing enough to gate a lot of people interested in trying it out, and also easy enough for random dudes to feel accomplishment from clearing them. I always laugh when I see "souls veterans" try out the actually difficult games I've played, and cry out "artificial difficulty" and "clunky combat".
In the case of Souls, it exploded because it's basically babby's first "difficult" game. It's also made by devs that are experienced in creating great atmospheres for their games, so it has the necessary aesthetic appeal. The game itself is more annoying than challenging, tbh. It happens to be difficult and punishing enough to gate a lot of people interested in trying it out, and also easy enough for random dudes to feel accomplishment from clearing them. I always laugh when I see "souls veterans" try out the actually difficult games I've played, and cry out "artificial difficulty" and "clunky combat".
author=Yuki
People are already prone to dropping games (especially as they grow older), and challenges requiring any sort of mastery will only exacerbate that. If your goal is to tell a story, which a lot of RPGs are about, then you really don't want that. People are going to drop your game without experiencing that mindblowing plot twist you've got in the latter half.
I respect that, but I really sort of resent that mindset (not you personally).
Yes, if you want to reach the largest audience with your game, then yes, you want to make it as accessible as possible. But to me, games are fun not only because of a story, but because they demand some sort of challenge or skill to learn to progress (like any other game/hobby). There's a point where you make it so easy that you really might as well make a visual novel. I don't want my combat to require an advance degree or even make it particularly hard, but if the gameplay in my RPG is just a formality, then why have it at all? Have it mean something.
There are going to be some people that this doesn't jive with, but that's fine, but I'd rather make something that's true and personal to my philosophy that hopefully others can enjoy than something that's watered down for the sake of not pissing anyone off. There's still a market for games that require two brain cells to rub together.
If anything, as I get older, I want games to do that. I play games to relax, but I'm getting older, not dying. I still want my time to be respected with some sort of challenge or satisfaction through mastery. As I get older I feel that '30 hours of easy as fuck' is really just sort of shitting on my limited time.
If someone doesn't like that, then perhaps a game I might make isn't for them. And that's fine! There's plenty of people who drop games at the drop of the hat, but I'm not making games for them. Hopefully they'll dig what I have to offer, but if not, that's fine.
I'd rather zero in on my desired audience and do that well than water it down for literally every player ever. It seems as if too many games out there already do that, and there's enough players that lament that for me to feel confident in what I'm proposing.
author=Yuki
Add to that, are people playing RPGs really looking for a challenge? It's a genre where your ability to damage something is abstracted to a number game.
I know this answer might be unfamiliar to those who only play JRPGs, but...yes? Plenty of WPRGs still (and always had) have challenging and rewarding combat, and even more JRPG fans are crossing over to WRPGs to see what the fuss is about, and wondering why more JRPGs can't be the same way. While I don't want my gameplay to be mega hard or even maybe hard at all, I want it to be meaningful and challenging, and not a formality to get to cutscenes. I want it to matter.
Even those who are JRPG faithfuls wish that combat was more challenging, and it was one of the biggest complaints of FF15 (and the one of the biggest accolades to the otherwise polarizing FF13, at least the combat was challenging!) The fact that RPGs have gotten easier and easier is a complain that I even see JRPG fans voice recently.
author=Yuki
In the case of Souls, it exploded because it's basically babby's first "difficult" game. It's also made by devs that are experienced in creating great atmospheres for their games, so it has the necessary aesthetic appeal. The game itself is more annoying than challenging, tbh. It happens to be difficult and punishing enough to gate a lot of people interested in trying it out, and also easy enough for random dudes to feel accomplishment from clearing them. I always laugh when I see "souls veterans" try out the actually difficult games I've played, and cry out "artificial difficulty" and "clunky combat".
That's fair, as Souls definitely isn't perfect. Can you give me some examples?
I don't think it needs to be a trade-off. It's becoming more common in RPGs to offer a difficulty setting that makes combat trivial (or disables it altogether) for people who are only interested in the story.
I agree, though, RPGs have too long relied on grinding as a way to circumvent legitimate challenge. Not only does this induce degenerate bottom-feeding behavior in players by teaching them that the path of least resistance to playing the game is to invest pointless repetitive time on grinding, but it also encourages the developer to design content around grinding so that they don't need to design legitimate challenges.
I was playing Horizon: Zero Dawn when it released and I eventually put the game down because there was a huge jump in the recommended level for the next story quest, and it's not the kind of game where skill can compensate for significant stat differences. When the only way to progress in the game was to waste time doing fetch quests to accumulate enough rewards of meager EXP to scrape through the next quest's requirements, I put the game down and I don't see myself returning to it.
I agree, though, RPGs have too long relied on grinding as a way to circumvent legitimate challenge. Not only does this induce degenerate bottom-feeding behavior in players by teaching them that the path of least resistance to playing the game is to invest pointless repetitive time on grinding, but it also encourages the developer to design content around grinding so that they don't need to design legitimate challenges.
I was playing Horizon: Zero Dawn when it released and I eventually put the game down because there was a huge jump in the recommended level for the next story quest, and it's not the kind of game where skill can compensate for significant stat differences. When the only way to progress in the game was to waste time doing fetch quests to accumulate enough rewards of meager EXP to scrape through the next quest's requirements, I put the game down and I don't see myself returning to it.
I'll admit that i'm part of the people who want an easygoing experience. I'm in the rpg's for the story way way way before i am in it for the gameplay. If i get to a part of the game that demands me to put more work than i'm willing to put to get the gratification i want, then i simply abandon the game, or seek a way i can cheat the system like finding a trainer, or a hack, or cheat codes if the game has the console enabled.
I enjoy something like Tales of Symphonia, that offer a difficulty level for the main story that wavers between easy and normal, while also offering OPTIONAL story branches and/or sidequests which have difficult enemies (like the Devil's Arm's quest, which the end boss encounter is a lot more difficult than the game's final boss!) for when you want to go out of your way for something more challenging.
I enjoy something like Tales of Symphonia, that offer a difficulty level for the main story that wavers between easy and normal, while also offering OPTIONAL story branches and/or sidequests which have difficult enemies (like the Devil's Arm's quest, which the end boss encounter is a lot more difficult than the game's final boss!) for when you want to go out of your way for something more challenging.
author=Sailerius
I don't think it needs to be a trade-off. It's becoming more common in RPGs to offer a difficulty setting that makes combat trivial (or disables it altogether) for people who are only interested in the story.
I agree, though, RPGs have too long relied on grinding as a way to circumvent legitimate challenge. Not only does this induce degenerate bottom-feeding behavior in players by teaching them that the path of least resistance to playing the game is to invest pointless repetitive time on grinding, but it also encourages the developer to design content around grinding so that they don't need to design legitimate challenges.
I was playing Horizon: Zero Dawn when it released and I eventually put the game down because there was a huge jump in the recommended level for the next story quest, and it's not the kind of game where skill can compensate for significant stat differences. When the only way to progress in the game was to waste time doing fetch quests to accumulate enough rewards of meager EXP to scrape through the next quest's requirements, I put the game down and I don't see myself returning to it.
This is one of those rare times where I agree with you down to the word. Mark your calendars, everyone.
But seriously, yes, I do agree, wholeheartedly.
Difficulty settings are a blessing, but in the case where you're unwilling/unable to accommodate that, don't be afraid as a developer to shut some players out and focus on your audience if it comes down to it.
I'm definitely unfamiliar with WRPGs, because I've only played like, what.. TES/FO3+? I certainly hope people aren't playing those games for the challenge.
In the case of FF13 and 15, though, it's really just Square being nu-Square. They've decided to focus solely on graphics, characters, music, whatever, and foregone gameplay depth. The majority of consumers don't care about deep mechanics, so they stopped bothering to implement them.
And the issue people have with them isn't that they're not difficult. It's that they're shallow and not fleshed out. FF13's endgame that consists of Adamantoise farming is possibly the most engaging endgame farming experience you'll ever have in an FF (difficulty), but nobody cares about that because it's Crystarium & Corridors (shallow).
Most recently, it's Bayonetta that's been the target of complaint. I've seen it for some indie titles, like Fairy Bloom Freesia, as well.
In the case of FF13 and 15, though, it's really just Square being nu-Square. They've decided to focus solely on graphics, characters, music, whatever, and foregone gameplay depth. The majority of consumers don't care about deep mechanics, so they stopped bothering to implement them.
And the issue people have with them isn't that they're not difficult. It's that they're shallow and not fleshed out. FF13's endgame that consists of Adamantoise farming is possibly the most engaging endgame farming experience you'll ever have in an FF (difficulty), but nobody cares about that because it's Crystarium & Corridors (shallow).
author=Feldschlacht IV
Can you give me some examples?
Most recently, it's Bayonetta that's been the target of complaint. I've seen it for some indie titles, like Fairy Bloom Freesia, as well.
author=Yukinose
I'm definitely unfamiliar with WRPGs, because I've only played like, what.. TES/FO3+? I certainly hope people aren't playing those games for the challenge.
Depends on which ones you're playing. Fallout 3 and Skyrim, no, not really. Fallout New Vegas and some of the older TES games are more of what I mean. Other WRPGs of note are the original Dragon Age, Pillars of Eternity, Neverwinter Nights, The Witcher, Baldurs Gate, Shadowrun, etc. Most of these games aren't super difficult, but they're difficult enough to respect.
And the issue people have with them isn't that they're not difficult. It's that they're shallow and not fleshed out. FF13's endgame that consists of Adamantoise farming is possibly the most engaging endgame farming experience you'll ever have in an FF (difficulty), but nobody cares about that because it's Crystarium & Corridors (shallow).
It effectively equals out to be the same thing, though. If your game is easy enough, the gameplay depth of it sort of doesn't matter. That's why I mentioned Final Fantasy VII; the Materia system IS actually pretty deep, but the game is so easy it never actually demands the player to explore it other than the optional bosses.
Recently, a patch to FFVI was released, called Brave New World, and it met some pretty sizable acclaim. Not because it was just 'hard', it's actually not too hard. What it does is balance, properly scale, improve, and change the base game (and yes, it does ramp the difficulty up) to the point where I honestly might never play the vanilla version again, and a lot of people agree. It's not about challenge, it's about depth.
Again, some players might be shut out from this, but that's fine, as I'm confident that there's an audience for it. Or, you can expand your palette and your mind and give it a shot! I honestly don't believe that gamers who want depth and a challenge are a tiny minority; the industry has successfully conned people into believing that, though.
Popular games with practically universally praised plots with adjustable difficulties, like NieR: Automata, have notably "high" completion rates, above 20%. Less popular games that aren't as known for having fantastic plots, but I'm certain would be just as enjoyable to people, see completion rates in the single digits. I think of God Eater 2: Rage Burst, which has a ~5% completion rate.
It's a fraction (players that complete the game) of a fraction (players that even buy the game) that will experience your game's content in its "entirety". Players that clear the game again on higher difficulties, of course, drop to a much smaller %, within the realm of 1%.
I only keep bringing up completion rates, because it's very relevant to people that create JRPGs (this forum). If players ever run into a roadblock that tests them, you'll assuredly decrease the % of players that will fully experience your game to single digits. They won't listen to the perfectly-fitting song for that beautiful landscape when the plot takes its unexpectedly dark turn.
If you're okay with then you're free to make challenging, skill-intensive games. I'm not even someone who isn't, because I'm someone who solely works on skill-based projects. My previous projects were a bullet hell and a real-time card game. I just also know what I'm doing to the potential audience by doing so.And if RMN would accept my current project, people could see that I'm working on a purely gameplay-focused tower defense game.
It's a fraction (players that complete the game) of a fraction (players that even buy the game) that will experience your game's content in its "entirety". Players that clear the game again on higher difficulties, of course, drop to a much smaller %, within the realm of 1%.
I only keep bringing up completion rates, because it's very relevant to people that create JRPGs (this forum). If players ever run into a roadblock that tests them, you'll assuredly decrease the % of players that will fully experience your game to single digits. They won't listen to the perfectly-fitting song for that beautiful landscape when the plot takes its unexpectedly dark turn.
If you're okay with then you're free to make challenging, skill-intensive games. I'm not even someone who isn't, because I'm someone who solely works on skill-based projects. My previous projects were a bullet hell and a real-time card game. I just also know what I'm doing to the potential audience by doing so.
I'm not really arguing against a difficulty mode. There are arguments against it, but I don't mind it. But it's not really accurate to say that only games with difficulty modes are successful; almost none of anything Nintendo's ever done had difficulty modes, and well, do we really have to illustrate how successful they are?
It's to emphasize that the best case situation, where:
1. Everyone says "Yeah, that game has an incredible plot. Play it to the end!
2. It has an easy difficulty mode for people who solely want to experience the story.
still manages roughly 20% completion rates. If your game isn't automatically regarded as a plot-driven game like NieR, then it'll be even lower. Especially if it's a difficult game.
My very first statement on the subject:
So I haven't necessarily been talking at all about how "successful" a game is, unless you're using that word to refer to "how successful is a game at retaining its players until clearing the game's main content".
Though "success", when referring to sales numbers, could be related, since you could say "Sure, only 1% of my playerbase will clear the game, but 1% of 5,000,000 is different than 5,000." But whatever.
1. Everyone says "Yeah, that game has an incredible plot. Play it to the end!
2. It has an easy difficulty mode for people who solely want to experience the story.
still manages roughly 20% completion rates. If your game isn't automatically regarded as a plot-driven game like NieR, then it'll be even lower. Especially if it's a difficult game.
My very first statement on the subject:
People are already prone to dropping games, and challenges requiring any sort of mastery will only exacerbate that. If your goal is to tell a story, which a lot of RPGs are about, then you really don't want that.
So I haven't necessarily been talking at all about how "successful" a game is, unless you're using that word to refer to "how successful is a game at retaining its players until clearing the game's main content".
Though "success", when referring to sales numbers, could be related, since you could say "Sure, only 1% of my playerbase will clear the game, but 1% of 5,000,000 is different than 5,000." But whatever.
Obnoxious game rant
Speaking of obnoxiously difficult fights...I've been recently replaying ms saga for the ps2 and the super-boss in that game definitely qualifies.
https://www.youtube.com/watch?v=blgz9vFR8rQ
The only way through that fight is with an optimal setup AND dying a bunch of times to learn the bosses attack patterns so you can use the optimal moves at the optimal times. This fight would have been better if they had just listed the moves but considering they have 90,00 hp each and can one shot you with most moves..it would still fall under obnoxious
smash bros and my take on game difficulty
I enjoy skill based games as well and find most games these days just don't do it for me. I got way more use out of my ps2 than I have my ps3, and smash bros is my go-to for competitive games.
Speaking of smash bros, I find it to be as skill based as say tekken, just in a different way. The controls are easier but the game itself is still a game of predicting your opponent and using your arsenal of moves well. I don't think you really disagree with this but thought I'd still offer my view while I'm making the post.
I agree that difficulty settings work well in that they let the casual gamer enjoy the story, while in turn letting hardcore gamers like us enjoy both the difficulty and the story.
On the other hand though, I don't feel like we should be handing people easy games. The point of a game isn't to destroy through it, but to enjoy battling your way through and getting rewarded the story. If we wanted just the story itself, there are visual novels, tv shows or even books for that. If you can smash attack through a game then it is really no different than those. I really wanted to contribute this side of the argument because I believe it does have merit.
I respect everyone else opinion as well, and seeing as how I'm pretty relentless in games that prove a challenge, that I should really post in this topic. The reward is so much better when you have to work for it.
Speaking of obnoxiously difficult fights...I've been recently replaying ms saga for the ps2 and the super-boss in that game definitely qualifies.
https://www.youtube.com/watch?v=blgz9vFR8rQ
The only way through that fight is with an optimal setup AND dying a bunch of times to learn the bosses attack patterns so you can use the optimal moves at the optimal times. This fight would have been better if they had just listed the moves but considering they have 90,00 hp each and can one shot you with most moves..it would still fall under obnoxious
smash bros and my take on game difficulty
I enjoy skill based games as well and find most games these days just don't do it for me. I got way more use out of my ps2 than I have my ps3, and smash bros is my go-to for competitive games.
Speaking of smash bros, I find it to be as skill based as say tekken, just in a different way. The controls are easier but the game itself is still a game of predicting your opponent and using your arsenal of moves well. I don't think you really disagree with this but thought I'd still offer my view while I'm making the post.
I agree that difficulty settings work well in that they let the casual gamer enjoy the story, while in turn letting hardcore gamers like us enjoy both the difficulty and the story.
On the other hand though, I don't feel like we should be handing people easy games. The point of a game isn't to destroy through it, but to enjoy battling your way through and getting rewarded the story. If we wanted just the story itself, there are visual novels, tv shows or even books for that. If you can smash attack through a game then it is really no different than those. I really wanted to contribute this side of the argument because I believe it does have merit.
I respect everyone else opinion as well, and seeing as how I'm pretty relentless in games that prove a challenge, that I should really post in this topic. The reward is so much better when you have to work for it.
Skill/difficulty in games is a weird subject. I feel like a huge number of developers and players just don't have the experience with quality difficulty in games to tell a challenge from a crapshoot. I point out "developers" primarily because of how many games' extra difficulty modes or optional challenges tend to be a whole lotta butts.
Difficulty modes are definitely where it's at, though. I don't like the Nintendo approach to making a game 90% easy, but then there's a few optional hard levels or smth. This just leads to an experienced player like myself being bored for most of the game, or a less experienced player being satisfied, but then end up pulling their hair out when they go for 100%.
Another problem is that a lot of players/developers for some reason can't seem to wrap their heads around the idea that not everyone's working with the same level of experience and innate talents (coordination, reactions speed etc), and always seem to talk about "easy" "hard" "challenging" etc like they're this one, absolute thing for everyone. This is especially obvious when you see players shit-talking noobs for struggling with something they haven't experienced before.
Difficulty modes are definitely where it's at, though. I don't like the Nintendo approach to making a game 90% easy, but then there's a few optional hard levels or smth. This just leads to an experienced player like myself being bored for most of the game, or a less experienced player being satisfied, but then end up pulling their hair out when they go for 100%.
Another problem is that a lot of players/developers for some reason can't seem to wrap their heads around the idea that not everyone's working with the same level of experience and innate talents (coordination, reactions speed etc), and always seem to talk about "easy" "hard" "challenging" etc like they're this one, absolute thing for everyone. This is especially obvious when you see players shit-talking noobs for struggling with something they haven't experienced before.
author=demonlord5000Smash does have its own intricacies, namely that combo's are never guaranteed (you have to factor DI and percentages etc), the fine-aiming of a number of moves (Yoshi Eggs etc), and all the millions of weird movement quirks and glitches. At high levels, I'd say Melee and Brawl at least are more complicated than Street Fighter, possibly even rivaling something like Guilty Gear AC+R with the way some characters are played.
Speaking of smash bros, I find it to be as skill based as say tekken, just in a different way. The controls are easier but the game itself is still a game of predicting your opponent and using your arsenal of moves well.
I'm probably preaching to the choir here, but I thought I'd chime in:
The SaGa series is a poor example of a difficult jrpg that requires skill - Monsters in the SaGa series will often have an "instant-death-skill" that they will use at random on one, or all your party members - The reason why this is a poor example is because, there is absolutely no opportunity to avoid this attack, even if you're prepared and make all the necessary moves - the game ultimately comes down to luck - No matter how good you are at the game, you can still lose against all odds - (and it's only through numerous attempts where your chances are more favourable that you can actually win, which is something the average player will not want to commit to, even if they are the challenging seeking type, when it comes to video game.)
If you want to create a challenging rpg Feld, I suggest sticking closely to the general principals found in "Working Designs" games:
When Working Designs released Taito's Arcade Shooter Raystorm on the Playstation in the 90s, they altered the difficulty level in order to negate what they called "disposable shooter syndrome". in other words, they decreased the amount of lives, to the amount, a more "committed player" would use, so that by the time the player learned the necessary skills in order to beat the game, they would in fact beat it.
They extended this principal also to their rpgs such as Working Design's iteration of "LUNAR: The Silver Star Story Complete"(1999) and "LUNAR: Eternal Blue Complete"(2000) for Playstation.
In those game, "grinding" was virtually useless; minor enemies, would give out very little experience points and were mostly used as a way to acquire money in order to buy better equipment - Leveling Up and Experience Points, were ultimately controlled and awarded through boss battles as a way for the story to move forward at a comfortable pace - and it was only by becoming a "smarter player" that the player could actually advance through the game.
So the challenge in each scenario of the game, in LUNAR SSSC ultimately came down to:
-Getting to the end of the dungeon,
-While choosing when to avoid the most enemy encounters,
-in order to use the least amount of items
-in order to save them for the boss fight.
(...LUNAR SSSC generally isn't a fun game to play through - most areas become a real slog to get through, but in general, the challenge remains there and the challenge is genuinely fun - most players who play rpgs have said to generally prefer the SEGA CD and PSone release of LUNAR, not only for it's writing, but for it's challenge and it's fondly remembered for it's challenge - whereas the later PSP and iOS releases weren't as well received, because there was no challenge.)
You may want to implement something similar in your game, (I know Chrono Trigger did something similar with elements and there is a moment, where you do actually have to grind in order to beat a particular boss before continuing with the game.)
But the basic idea is to refer to commercial games as examples of the game you'd like to create - you'll eventually come to the conclusion that in order to create a challenging rpg that remains fun, you'll want to, not only create a good battle system, but good boss battles, that ultimately function as puzzles, so that, the player will not advance in the game, unless they learn the necessary skills in order to defeat the boss. (not by levelling up, but by making smarter choices in the game)
Finding the right balance for these boss battles will come out through vigorous play testing: if you and a few other play testers - while using the same amount of items - beat a difficult boss "by the skin of your teeth" than that's the feeling you want to go for.
Not by playing through something that's difficult, but by playing through something you feel like you've earned for paying attention to the game.
The SaGa series is a poor example of a difficult jrpg that requires skill - Monsters in the SaGa series will often have an "instant-death-skill" that they will use at random on one, or all your party members - The reason why this is a poor example is because, there is absolutely no opportunity to avoid this attack, even if you're prepared and make all the necessary moves - the game ultimately comes down to luck - No matter how good you are at the game, you can still lose against all odds - (and it's only through numerous attempts where your chances are more favourable that you can actually win, which is something the average player will not want to commit to, even if they are the challenging seeking type, when it comes to video game.)
If you want to create a challenging rpg Feld, I suggest sticking closely to the general principals found in "Working Designs" games:
When Working Designs released Taito's Arcade Shooter Raystorm on the Playstation in the 90s, they altered the difficulty level in order to negate what they called "disposable shooter syndrome". in other words, they decreased the amount of lives, to the amount, a more "committed player" would use, so that by the time the player learned the necessary skills in order to beat the game, they would in fact beat it.
They extended this principal also to their rpgs such as Working Design's iteration of "LUNAR: The Silver Star Story Complete"(1999) and "LUNAR: Eternal Blue Complete"(2000) for Playstation.
In those game, "grinding" was virtually useless; minor enemies, would give out very little experience points and were mostly used as a way to acquire money in order to buy better equipment - Leveling Up and Experience Points, were ultimately controlled and awarded through boss battles as a way for the story to move forward at a comfortable pace - and it was only by becoming a "smarter player" that the player could actually advance through the game.
So the challenge in each scenario of the game, in LUNAR SSSC ultimately came down to:
-Getting to the end of the dungeon,
-While choosing when to avoid the most enemy encounters,
-in order to use the least amount of items
-in order to save them for the boss fight.
(...LUNAR SSSC generally isn't a fun game to play through - most areas become a real slog to get through, but in general, the challenge remains there and the challenge is genuinely fun - most players who play rpgs have said to generally prefer the SEGA CD and PSone release of LUNAR, not only for it's writing, but for it's challenge and it's fondly remembered for it's challenge - whereas the later PSP and iOS releases weren't as well received, because there was no challenge.)
You may want to implement something similar in your game, (I know Chrono Trigger did something similar with elements and there is a moment, where you do actually have to grind in order to beat a particular boss before continuing with the game.)
But the basic idea is to refer to commercial games as examples of the game you'd like to create - you'll eventually come to the conclusion that in order to create a challenging rpg that remains fun, you'll want to, not only create a good battle system, but good boss battles, that ultimately function as puzzles, so that, the player will not advance in the game, unless they learn the necessary skills in order to defeat the boss. (not by levelling up, but by making smarter choices in the game)
Finding the right balance for these boss battles will come out through vigorous play testing: if you and a few other play testers - while using the same amount of items - beat a difficult boss "by the skin of your teeth" than that's the feeling you want to go for.
Not by playing through something that's difficult, but by playing through something you feel like you've earned for paying attention to the game.
I like the rest of your post, but...
I'm very familiar with the SaGa games but unfamiliar with this. Examples?
author=LBR
The SaGa series is a poor example of a difficult jrpg that requires skill - Monsters in the SaGa series will often have an "instant-death-skill" that they will use at random on one, or all your party members - The reason why this is a poor example is because, there is absolutely no opportunity to avoid this attack, even if you're prepared and make all the necessary moves - the game ultimately comes down to luck - No matter how good you are at the game, you can still lose against all odds - (and it's only through numerous attempts where your chances are more favourable that you can actually win, which is something the average player will not want to commit to, even if they are the challenging seeking type, when it comes to video game.)
I'm very familiar with the SaGa games but unfamiliar with this. Examples?
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, that never actually happens. You only think there's no way to avoid it because you're bad at the games.



















