New account registration is temporarily disabled.

PARTY SIZE

Posts

Pages: first prev 1234 last
I think that in cases where there are more characters than can fight in a battle (usually four), I would make it so the player is almost forced to at least occasionally use all of them over time. It sort of baffles me in games like say, FFXII where people just use three characters the whole game and the other three stay at level 6. That's so strange!

That's weird as hell; screw that, if I'm going to feature six characters in my game, you had better get used to playing with all 6, because you won't be able to get by with just three.
I feel the same way!

It bugs me when I never have to use the entire cast. KOTOR I & II and (what I played of) FFVII is also guilty of this.

I usually take it upon myself that each playable character is as beefed up as I can make them even if I never have to use them.
Craze
why would i heal when i could equip a morningstar
15170
post=134471
Seems like this topic revived.

Generally I stand by my statement on the first page.

V&V had a battle party of four, with eight to choose from, AW (would have) had a battle party of four with six to choose from. Harbinger has up to six battle members with 44 (all story characters on a class system) to choose from.

So yeah, mind hasn't changed. =p

For the record, AW was basically Xenosaga 3.

In Xenosaga 3, you have seven somewhat unique characters with skills they learn automatically. They also gain skills by putting points into two (in XS2; three in AW) quite different roles (breaker (stuns), phys attacker, ether attacker, vampire, hunter (targets specific enemy types), healer, break healer, status effect dude).

<3 XS3

Oh, and you used three in battle.
Party size always bothers me.

"Should I make the battle party 3 or 4 characters? How many total party members should I build everything around?"

My current project has settled on a three character battle party with six total members. However each character has their own set of skills, elements, and unique commands that will make them useful, so I expect there to be some battle party shuffling done to fit any number of battle situations at hand during the course of the game. That's my intention at the very least. We'll see how it goes!

In regards to other games though, I don't really care too much. I enjoyed Suikoden 3/5 which had a ridiculous number of characters(108) and 6 member parties, and I also enjoyed Tales of Hearts which had 3 member battle parties with 6 party members overall. As long as I can have fun I guess!
Yeah I understand that games like Suikoden are exempt from the "use all of your party members except for just x number you lazy bum" because of the sheer number of playable characters (dozens and dozens (however even this has its limits, because in SII you needed three parties, which is 18 people, to beat Luca Blight)). In a setup like that, it actually adds replay value to play with a different set of characters every playthrough to check all of them out. However, my opinion still stands with games with smaller casts! Use all of your characters!
Craze
why would i heal when i could equip a morningstar
15170
I dunno. I like to pick the most attractive (physically) characters and use them the entire game.

The best way to combat this, I think, is either above-average difficulty (characters WILL die, with expensive and/or church-only resurrection for most of the game) or simply keeping a tight grip on MP. You WILL use it up, and have to switch mid-dungeon.
Well, there's also stuff like the FF6 method of switching the narrative around every so often, AND having multi party dungeons.
Craze
why would i heal when i could equip a morningstar
15170
True! I was thinking of trying to make it ALWAYS important to have those extra characters, though. SMT: Strange Journey is very good at this (important element and alignment systems in order to kill/not die better).
I just like to think of it the same way I think about storytelling. If I have a character who really serves no purpose in the plot or adds very little, I remove them. I remove characters a lot. It's one of the hardest things to do because you developed their personality and play style, and it sucks to see that all go to waste. Of course this isn't always the solution, there are lots of games that benefit from lots of characters. Especially games that are very political like the Suikoden games. You get more perspective on the story, it helps tie things together, and it enhances how battles play.

I don't know why FFXII had to do the complete opposite of this. Good job, Square. =|
That's true as well. I do tend to have an affinity for characters who are more relevant to the story or who might have an interesting outlook on what's going on. Throw in characters, joke characters, or the like are hard to enjoy from a narrative perspective, because they don't add anything.

*interesting event; one of your party members comments*

(If you brought the wise, seasoned warrior along): "This is an interesting turn of events...*insert interesting background information, insight, or interesting comment here"

(joke character who came along for no reason:: "DERP"
Pages: first prev 1234 last