THE DEDICATED HEALER
Posts
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
So, let's imagine you're playing an RPG that gives you a choice of party members. Each member has unique skills. And one or two of them are dedicated healers, while the others have limited or no healing capabilities other than items.
This means that unless the game is pitifully easy, you basically have to use the healer. No choice! In most boss battles, defense is way more important than offense, because as long as you can survive, the boss will eventually die no matter how little damage you're doing. So you'd be absolutely foolish not to use the person dedicated to defense.
How much does this bother you guys? Does it bother you at all? Do you wish you could take the white mage off your team without feeling like you're being punished for it? If so, is it enough to have two options of healers, or do you want everyone to be able to heal equally? If the game gives you two options of healers, do you feel compelled to use both of them?
If the game has made strong efforts to ensure that offense is just as important as defense, does this still matter? If you can customize each character and choose who gets healing spells, does it still bother you when the game ropes you into only having one dedicated healer?
I don't play many games with tanks, but being similarly defensive-oriented characters, I think the same points would all apply to them too.
This means that unless the game is pitifully easy, you basically have to use the healer. No choice! In most boss battles, defense is way more important than offense, because as long as you can survive, the boss will eventually die no matter how little damage you're doing. So you'd be absolutely foolish not to use the person dedicated to defense.
How much does this bother you guys? Does it bother you at all? Do you wish you could take the white mage off your team without feeling like you're being punished for it? If so, is it enough to have two options of healers, or do you want everyone to be able to heal equally? If the game gives you two options of healers, do you feel compelled to use both of them?
If the game has made strong efforts to ensure that offense is just as important as defense, does this still matter? If you can customize each character and choose who gets healing spells, does it still bother you when the game ropes you into only having one dedicated healer?
I don't play many games with tanks, but being similarly defensive-oriented characters, I think the same points would all apply to them too.
I hate it when you are basically forced into using any character, due to offensive or defensive abilities or... anything, really, besides plot.
I have lots of things to say on this subject, so I'm not sure what to say right now. =x
EDIT: Oh right, you copycat:
http://rpgmaker.net/games/2889/blog/4394/
I have lots of things to say on this subject, so I'm not sure what to say right now. =x
EDIT: Oh right, you copycat:
http://rpgmaker.net/games/2889/blog/4394/
How much does it bother me that I am FORCED to use anybody?
Always.
"If the game has made strong efforts to ensure that offense is just as important as defense, does this still matter? If you can customize each character and choose who gets healing spells, does it still bother you when the game ropes you into only having one dedicated healer?"
Usually, the problem is that defense is more important than offense. If you have made offense 'just as important' that actually further exaggerates the need for strong defenses - especially if you only get to have one healer. If I can customize everybody why would I still only be able to have one dedicated healer??? This makes no sense. FFX-2. I can customize everybody's classes and make them all white mages or secondary white mages if I want to.
FF5: Can customize everyone, can make them all white mages
FF6: Can customize everyone, can make them all learn Cure3
FF7: Can customize everyone, can equip Curaga materia
FF8: Can customize everyone, can make them all learn Curaga
etc
Always.
"If the game has made strong efforts to ensure that offense is just as important as defense, does this still matter? If you can customize each character and choose who gets healing spells, does it still bother you when the game ropes you into only having one dedicated healer?"
Usually, the problem is that defense is more important than offense. If you have made offense 'just as important' that actually further exaggerates the need for strong defenses - especially if you only get to have one healer. If I can customize everybody why would I still only be able to have one dedicated healer??? This makes no sense. FFX-2. I can customize everybody's classes and make them all white mages or secondary white mages if I want to.
FF5: Can customize everyone, can make them all white mages
FF6: Can customize everyone, can make them all learn Cure3
FF7: Can customize everyone, can equip Curaga materia
FF8: Can customize everyone, can make them all learn Curaga
etc
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=Craze
Oh right, you copycat:
http://rpgmaker.net/games/2889/blog/4394/
Yeah, I think your blog posts probably helped influence me to make this topic, along with my being at the point in my game where I'm designing skillsets for my main characters.
Personally I think I like the Chrono Trigger approach where half the team has good healing spells, and everyone can use at least a small amount of healing/defense. That gives the player enough real options that they don't feel boxed into any one setup. And if you combine that with bosses that punish excessive turtling, then the player doesn't feel compelled to make a team that has all the healers.
I don't really think the FF9 method (two of your eight characters are great healers, a third one can become a good healer extremely late in the game, no one else can heal at all) is satisfactory. I'm not actually sure what I dislike about it. Maybe it was just that the two main healers were extremely similar and so it didn't really feel like a meaningful party choice. But somehow I feel like giving everyone the ability to heal is a good idea.
author=LockeZ
And if you combine that with bosses that punish excessive turtling, then the player doesn't feel compelled to make a team that has all the healers.
Does playing a party with 4 healers work effectively? Definitely not, even without bosses who 'punish turtling'. How many times in FF5 did you bring 3 white mages? If it WERE the best party though, if you need to actively discourage people from doing it, it's a fundamental balance problem; adding a punishing element in is literally just punishing you for using what is otherwise the best option.
The idea behind a dedicated healer is an archaic trope from old games like FF1 and D&D (and even in original D&D iirc the healer was also the wizard.)
There is no reason that it should be done to this day, and shows laziness on an RPG designer's part.
That being said, having one character GOOD at healing is in no way a bad thing. It gives you an option when, for example, a fight is damage intensive and someone needs to be healing every turn. Why waste someone who does healing and damage equally on just healing, when you have someone who can heal much better than they can do damage, if they aren't going to be damaging anyways?
The jRPG style that most RM developers emulate enforces this 'White Mage' problem, and it is up to the developer to determine a way around it and redesign it.
Although, it has been done to death that every character can be customized to an extreme. Spoiled for choice comes to mind when I consider recent RPGs. In a setting where Magic isn't prominent, it is easy to replace healing with Items and suddenly everyone can use it. But for some reason, items are considered precious commodities, or represent and under-powered form of recovery in most jRPG games.
The two methods of fixing this is to make items more powerful, and more available. Healing magic as it were would need to be removed or reconstituted as buffs and regeneration as opposed to direct healing.
The other would be to have each character have a sort of Heal skill. Not a spell, but something they can train that offers them battle commands to the goal of healing. Using EQ terminology, "Bind Wound" for example would be the entry level to the skill. It would require a Bandage to use, and would only heal the user a small amount. Once you have leveled it up a bit, "Mend" becomes available. This again would be self only, but would require nothing and heal more. Eventually you could unlock "Tend Wound" which would allow a hero to recover another characters life, at the cost of a bandage. Then at the highest level, something that would allow you to heal the entire party at once, but only usable by a character once per combat (to give you incentive to level every characters Heal skill)
There is no reason that it should be done to this day, and shows laziness on an RPG designer's part.
That being said, having one character GOOD at healing is in no way a bad thing. It gives you an option when, for example, a fight is damage intensive and someone needs to be healing every turn. Why waste someone who does healing and damage equally on just healing, when you have someone who can heal much better than they can do damage, if they aren't going to be damaging anyways?
The jRPG style that most RM developers emulate enforces this 'White Mage' problem, and it is up to the developer to determine a way around it and redesign it.
Although, it has been done to death that every character can be customized to an extreme. Spoiled for choice comes to mind when I consider recent RPGs. In a setting where Magic isn't prominent, it is easy to replace healing with Items and suddenly everyone can use it. But for some reason, items are considered precious commodities, or represent and under-powered form of recovery in most jRPG games.
The two methods of fixing this is to make items more powerful, and more available. Healing magic as it were would need to be removed or reconstituted as buffs and regeneration as opposed to direct healing.
The other would be to have each character have a sort of Heal skill. Not a spell, but something they can train that offers them battle commands to the goal of healing. Using EQ terminology, "Bind Wound" for example would be the entry level to the skill. It would require a Bandage to use, and would only heal the user a small amount. Once you have leveled it up a bit, "Mend" becomes available. This again would be self only, but would require nothing and heal more. Eventually you could unlock "Tend Wound" which would allow a hero to recover another characters life, at the cost of a bandage. Then at the highest level, something that would allow you to heal the entire party at once, but only usable by a character once per combat (to give you incentive to level every characters Heal skill)
Well in my game, there are several ways to go about healing.
1) There are always items, so that's an option so everyone can heal. It can get expensive later on with the higher cost/better healing items required when enemies start doing more damage.
2) Magic sheres: In my game, just have a 'cure' sphere in your inventory allows all characters to cast that spells, however, unlike the cure spell specific to the White Mage, spells learned via spheres cost triple the amount of MP to cast. Making some characters unable to cast higher level healing spells such as Curaga and unable to cast simple Cure as often. You 'could' use the sphere itself as the spell with no cost to your MP, but you destroy it and must go find/buy another. Another non-cost effective way of healing for everyone, but it is an option and gives you another choice in battle.
3) The white mage himself can be your dedicated healer with lost-cost healing spells, provided you can keep him protected and not die.
4) Your blue mage if you are able to find the enemies that have healing skills and watch them use it in action several times before your mage learns it. They aren't as potent as the higher level healing spells of the white mage, but they'll do.
So there are a variety of healing options in my game and I present them up front to the player. Its up to the player to decide how best to heal his party through the game.
1) There are always items, so that's an option so everyone can heal. It can get expensive later on with the higher cost/better healing items required when enemies start doing more damage.
2) Magic sheres: In my game, just have a 'cure' sphere in your inventory allows all characters to cast that spells, however, unlike the cure spell specific to the White Mage, spells learned via spheres cost triple the amount of MP to cast. Making some characters unable to cast higher level healing spells such as Curaga and unable to cast simple Cure as often. You 'could' use the sphere itself as the spell with no cost to your MP, but you destroy it and must go find/buy another. Another non-cost effective way of healing for everyone, but it is an option and gives you another choice in battle.
3) The white mage himself can be your dedicated healer with lost-cost healing spells, provided you can keep him protected and not die.
4) Your blue mage if you are able to find the enemies that have healing skills and watch them use it in action several times before your mage learns it. They aren't as potent as the higher level healing spells of the white mage, but they'll do.
So there are a variety of healing options in my game and I present them up front to the player. Its up to the player to decide how best to heal his party through the game.
In games where that choice is stark, I usually choose the dedicated healer to come along. I suppose I'd never know if I would be punished otherwise since it generally suits my play style.
One thing I disliked was that white mages in FFT had access to holy. An attempt to diversify the role perhaps, but it was one of the strongest attacks it the game and hit the final boss for maximum damage. I'd rather be punished on the offensive end than have a role that does everything.
One thing I disliked was that white mages in FFT had access to holy. An attempt to diversify the role perhaps, but it was one of the strongest attacks it the game and hit the final boss for maximum damage. I'd rather be punished on the offensive end than have a role that does everything.
Personally I think I like the Chrono Trigger approach where half the team has good healing spells, and everyone can use at least a small amount of healing/defense. That gives the player enough real options that they don't feel boxed into any one setup. And if you combine that with bosses that punish excessive turtling, then the player doesn't feel compelled to make a team that has all the healers.
I don't really think the FF9 method (two of your eight characters are great healers, a third one can become a good healer extremely late in the game, no one else can heal at all) is satisfactory. I'm not actually sure what I dislike about it. Maybe it was just that the two main healers were extremely similar and so it didn't really feel like a meaningful party choice. But somehow I feel like giving everyone the ability to heal is a good idea.
I like the Chrono Trigger approach, too, more than any other approach for a choose-your-own-party game, because of how much flexibility it gives you. If you want the burden of healing to fall entirely on one character, you can do that. If you'd rather have multiple characters split the load, you can do that too. If you're really worried, you can have a dedicated healer AND two supplementary ones - or you can have none at all and just go all-out on offense. It gives the player the fullest degree of freedom in delegating the roles in his party, allowing him to play however he pleases. Also, since healing is a situational consideration (unlike attacking, which is always necessary), a typical i cast cure and that's about it white mage finds herself with nothing useful to do 75% of the time, which, as we all know, is boring. CT clearly avoids this by having complex and versatile healers who do more than just cure - even Marle, whose offensive options all suck iirc, can still augment the party's damage output by way of her dual techs, and thus finds herself with a use even outside of healing-intensive boss battles.
The FF9 method, on the other hand, pales because it only gives you one option: entrust all the healing duties to a single character. Even though you get two different white mages, the division of labor is the same - one person heals full-time, the other three dish out the damage. There is only one play style. And unlike in Chrono Trigger, FF9's healers couldn't do much besides restore HP. Their summons were mediocre at best, largely inhibited by low damage/cost ratios, and their support spells were, of course, of little value in regular encounters. Thus if you wanted any substantial healing on your team at all, you had no choice but to carry around the dead weight of a situational character. Ultimately I think I picked Eiko since, late in the game, Holy and Half MP gave her something handy to do between Curagas.
Giving everyone the ability to heal is not a bad idea, I think, but you have to be careful about how you do it. If healing is too widely available, it ceases to be a consideration for the party-building process, which means that choosing your team is a more simplistic, less meaningful task. This is especially true of games like FF6, wherein any character can cast the best heal spells at relatively little cost (as opposed to, say, FF5, wherein the privilege of White Magic will cost you a precious ability slot). Restorative spells are so abundant and accessible in that game that the player, in picking his teammates, need never worry about who exactly is gonna keep his party alive. It's luxurious, sure, but it detracts from the diversity of the cast, the importance of party-building, and the challenge of the game. Frankly I'd avoid either extreme (the other being the dedicated healer) and stick to either the Chrono Trigger model (limited healing distributed between characters in different amounts) or the FF5 model (unlimited healing, but at the cost of other abilities).
If the dedicated healer (or any dedicated character at all, I suppose it could be said) has any place at all, I think it's in games like FF4 wherein you have no choice over who's in your party, or like FFX wherein every character is situationally useful and you are expected to employ each of them as circumstances dictate. In either case, you aren't punished for not using the healer because you can't not use the healer; they're always technically in your party.
edit:
Why waste someone who does healing and damage equally on just healing, when you have someone who can heal much better than they can do damage, if they aren't going to be damaging anyways?
One thing I disliked was that white mages in FFT had access to holy. An attempt to diversify the role perhaps, but it was one of the strongest attacks it the game and hit the final boss for maximum damage. I'd rather be punished on the offensive end than have a role that does everything.Mm, I take back what I said about dedicated healers not having a place in choose-your-own-party RPGs. I sat in on my friend's economics class and her professor was actually saying something along these lines. I forget all of his fancy economic terminology, but what I gleaned from him is that, for instance, a White Mage with Holy makes a worse healer than one without it, since for the former to cast a recovery spell, he has to give up all that damage that Holy would have done. The Holy-less mage's cure spell is relatively much cheaper, since he doesn't have to give up nearly as much.
So I guess the idea behind the dedicated caster is not just that their healing is stronger than that of any other character's, but also relatively cheaper. Any character who opts to heal instead of attack chooses to sacrifice damage for health; dedicated healers merely have the benefit of the best exchange rate.
Uh, I don't really know where I'm going with this, now. Guess I'm just musing. Hm.
Battles are setup in a way that you need a healer for a turn. Someone is bound to be low on HP and they need a way to recover. One member is going to use up their turn to do so. It's just inevitable. You can't help that aspect of the game unless you fundamentally change the way battling works or how your game is going to be played.
That being said, there's nothing wrong with having a dedicated healer. If someone has to sacrifice their turn, it might as well be the priest or the doctor of the group. Having a dedicated healer just makes things simpler for everyone.
That being said, there's nothing wrong with having a dedicated healer. If someone has to sacrifice their turn, it might as well be the priest or the doctor of the group. Having a dedicated healer just makes things simpler for everyone.
I'd rather have one party member capable of healing than have all party members capable of doing everything (healing, swinging a sword, casting offensive magic, etc.) The dedicated healer is like the medic in the squad.
There are some games that prevent you from just wearing down the enemy with an all defense team. If the enemy can heal all their health points then you have to be able to spike damage. If you have limited magic points or mp restoration items, then you still have to kill them before they wear you down.
There are some games that prevent you from just wearing down the enemy with an all defense team. If the enemy can heal all their health points then you have to be able to spike damage. If you have limited magic points or mp restoration items, then you still have to kill them before they wear you down.
Suppose I have the usual sort of jRPG with a fixed-size party and characters specialized on an offense vs. healing continuum.
Q. What's the right amount of healing for a battle?
A. Just enough to keep everybody active. More and you'll start to do less than optimal damage. Less and you start to lose characters faster than you can regain them. Of course, missing this optimum point is basically safe on one side and doom on the other.
So make it not that. When somebody dies, give the rest of the party a buff for a while; or give people at low HP a much better chance of avoiding damage, so it's more worthwhile to keep a key character or two healed than the whole group; or give people a health level where their strength starts to drop a bit, so optimum healing becomes a matter of keeping them at that point rather than just alive, and the player has a little room to recover; just to think of a few things off-hand.
On the other side, healing could use resources that the player actually cares about, for once.
Q. What's the right amount of healing for a battle?
A. Just enough to keep everybody active. More and you'll start to do less than optimal damage. Less and you start to lose characters faster than you can regain them. Of course, missing this optimum point is basically safe on one side and doom on the other.
So make it not that. When somebody dies, give the rest of the party a buff for a while; or give people at low HP a much better chance of avoiding damage, so it's more worthwhile to keep a key character or two healed than the whole group; or give people a health level where their strength starts to drop a bit, so optimum healing becomes a matter of keeping them at that point rather than just alive, and the player has a little room to recover; just to think of a few things off-hand.
On the other side, healing could use resources that the player actually cares about, for once.
I always try to give my White Mage at least some offensive capability but yeah at least one character is going to be a primary healer.
The classic Fighter, Rogue, Healer, Wizard at least makes characters different from each other.
The classic Fighter, Rogue, Healer, Wizard at least makes characters different from each other.
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
@DFalcon:
I'm not sure any of those ideas, other than healing costing meaningful resources, actually change the fact that the player is safe on one side of the optimum point, and dead on the other side. To really fix that, we need to make them dead on both sides of the optimum point. But that's another topic.
I'm not sure any of those ideas, other than healing costing meaningful resources, actually change the fact that the player is safe on one side of the optimum point, and dead on the other side. To really fix that, we need to make them dead on both sides of the optimum point. But that's another topic.
author=Space_MonkeyThat really was only part of the question. Am I to take it from this that you don't mind when a game pretends to give you a choice of characters, but one of them is the healer and thus you are forced to always use that one?
I'd rather have one party member capable of healing than have all party members capable of doing everything (healing, swinging a sword, casting offensive magic, etc.) The dedicated healer is like the medic in the squad.
author=LockeZ
That really was only part of the question. Am I to take it from this that you don't mind when a game pretends to give you a choice of characters, but one of them is the healer and thus you are forced to always use that one?
Well, I tend to play as a tank, so healers are usually high priority. I'm probably so used to having a healer in the party that I never really questioned it. I guess if I were to think about it, I'd rather not need one. But even if I don't have to have one, I'd prob still take one. Most of my healers were played by female friends and I enjoyed their company.
When I'm playing solo I even take an extra npc healer (2 total) so I can go nuts with the aggro, so that one healer can heal the other healer, and so that I don't have to worry about keeping the glass cannon wizard alive that I put in the party every time. :)
ps. Even though I use 2, I tend to double up on heal not split 1 healer/ 1 holy-offensive-anti-undead unless it really tips the scales.
So, let's imagine you're playing an RPG that gives you a choice of party members. Each member has unique skills. And one or two of them are dedicated healers, while the others have limited or no healing capabilities other than items.
This means that unless the game is pitifully easy, you basically have to use the healer. No choice!
Yikes. *shudder* This was my mistake (among several) in Onyx 1. If you wanted to get anywhere, you had no choice but to use Mary and Royle (not that it was IMPOSSIBLE to beat the game w/o them, but they made things much less complicated), and being that there were 11 total characters to choose from, well...
But in any case, I feel as though I've corrected that problem with my later stuff. Even if a character is geared towards a specific role, he/she will still learn skills or spells of different elemental properties/roles to give them some diversity, and several characters are able to use healing magic.
I don't think the dedicated healer issue has ever REALLY bothered me. It does bother me when I don't need to do any healing and they don't have anything to do. For that reason I definitely think it is important to diversify the role. Add support spells, defensive spells, offensive spells, whatever you want just not ALL healing. I feel that way about every class though. A fighter class does not mean it can't have a boost ability for itself or perhaps a blue mage effect to learn something that heals himself. On the opposite side though, I don't like classes that can do everything either. I want the class to be a CLASS. I just don't want that to be so incredibly structured and limited that they only serve one purpose.
In my game I only have one character. Obviously this does not fit the topic perfectly since we are discussing party design but... I have tried to do away with the healing issue by making basic healing a passive thing. Everytime you deal damage with a normal attack you gain some hp back. I will probably also have a regen type ability as well, but if the passive healing isn't enough there are items that heal the character if they choose. I feel like this allows me to cut out the idea of a healer altogether without suffering for not having one.
In my game I only have one character. Obviously this does not fit the topic perfectly since we are discussing party design but... I have tried to do away with the healing issue by making basic healing a passive thing. Everytime you deal damage with a normal attack you gain some hp back. I will probably also have a regen type ability as well, but if the passive healing isn't enough there are items that heal the character if they choose. I feel like this allows me to cut out the idea of a healer altogether without suffering for not having one.
author=Pladough
Battles are setup in a way that you need a healer for a turn. Someone is bound to be low on HP and they need a way to recover. One member is going to use up their turn to do so. It's just inevitable. You can't help that aspect of the game unless you fundamentally change the way battling works or how your game is going to be played.
That being said, there's nothing wrong with having a dedicated healer. If someone has to sacrifice their turn, it might as well be the priest or the doctor of the group. Having a dedicated healer just makes things simpler for everyone.
True, but this is a case where I don't think simpler is a good thing.
In order for a battle to require strategy, there has to be a question of what you should do. If it's obvious what you should do, then there's practically no thinking required, or even encouraged, from the player. With more than one character who can do the healing, the player has to decide who should give up one turn for healing. With one dedicated healer, the decision becomes trivial. Trivial decisions offers no intellectual stimulation whatsoever.
In order for a battle to require strategy, there has to be a question of what you should do. If it's obvious what you should do, then there's practically no thinking required, or even encouraged, from the player.
When you have a boss whacking the party, that's plenty for a player to think about. If you design a boss with interesting mechanics, then a player will have to employ some strategy. If you design different tools for different healers, a player is going think about who to bring and who to leave behind. When you have different elements coming together like that, changing up roles becomes an unnecessary complication.
I think, personally, that in order to have the total party be smaller than the in-battle party, one has to include a great deal of customization. FF9 is a great example of this because it fails this aspect; and thus you are always going to have to give up some abilities you wouldn't mind having in your party.
I think that fixed classes are more for games with a fixed party. I'm probably biased, because for all my games besides Cosplay Crisis (aka, my non-FF games) use a permanent party system, and I use fixed classes in most of them (such as Offensive/Defensive/Magician in Lucidity and Knight/Medic/Assasin/Warrior in Blood Rose).
I think it's also a good idea to make sure your healers are more useful than just 'cast Cure'. It's because in games where you have full heals that they become useless for a while, especially when you have high HP. Sure, you can counteract this by making your enemies as punishing as possible, but, in short, I think dedicated healers are a boring addition to an RPG.
I think that fixed classes are more for games with a fixed party. I'm probably biased, because for all my games besides Cosplay Crisis (aka, my non-FF games) use a permanent party system, and I use fixed classes in most of them (such as Offensive/Defensive/Magician in Lucidity and Knight/Medic/Assasin/Warrior in Blood Rose).
I think it's also a good idea to make sure your healers are more useful than just 'cast Cure'. It's because in games where you have full heals that they become useless for a while, especially when you have high HP. Sure, you can counteract this by making your enemies as punishing as possible, but, in short, I think dedicated healers are a boring addition to an RPG.
























