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BUTTON MASH - FORCING THE PLAYER TO USE DIFFERENT SKILLS

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I think the problem is the sheer mindlessness. A lot of games don't require much though, but they still require your presence of mind.

Let's take a well-known game such as Super Mario World as an example. It's easy and certainly don't require much thinking. However, it still asks for your attention. Imagine you're jumping to a platform and then off it to another. Usually, you will ready yourself for the second jump even before doing the first jump. A reason for that is that often you want to jump of it at a lower speed than maximum or from a certain position and need to prepare for that in advance. Alternatively, there's a danger in the way you need to account for. Even though it's usually easy to do so, you still need to pay attention to what's going on and make a decision.

However, in some really bad cases in RPG battles, you can literally copy the strategy from one battle to another. You know that if you follow a certain strategy (use the best offensive move,) you will come out on top and barely even have to watch what's happening. Worst case scenario, I can look away and just hit the X button repeatedly.
slash
APATHY IS FOR COWARDS
4158
Just to drop a name, the Mario RPGs have managed to reduce the boringness of repeated battles by simply making you press the attack button twice - with correct timing. Maybe adding some action to our RPGs is not a bad thing.

But in a solely turn-based game, maybe you shouldn't even add an "Attack" button. Maybe add two or three simple "Attacks" to each character - each with a different effect - that can be used every turn, and don't consume resources like MP. For example, your Soldier has a poison attack, an attack that deals less damage but heals the Soldier, and an attack that slightly delays the target's next turn.

Now all of a sudden there's a little dynamic. If the poison lasts 3 turns, you want to hit with that attack every three turns. Typically if the enemy is poisoned, you'll rely on the delay attack (to decrease the enemy's damage done to you) unless your Soldier is missing HP, at which point you'll start with the healing attack. It's a simple combo, but at least it requires a little management and thought process behind it.

Of course, like people have said, if you're going to have numerous battles, they can all have their own strategy - hopefully, the strategy is recognizable fairly quickly - and the player will do his best to learn and execute it. For example, an enemy might be immune to the poison attack, or might deal enough damage that the Soldier needs to constantly drain life to stay alive.

I've heard people complain about reptitiveness while playing World of Warcraft, but WoW does its best to address the problem. There is usually by and far an optimal, maximum-damage strategy for every class (Ex. Rogues Mutilate to 5 combo points, Envenom, making sure to refresh Rupture and Slice and Dice) but this strategy is hampered or must be adjusted to fit the boss's attack pattern - maybe he summons minions you have to kill or avoid, maybe he lights the floor on fire and you have to run away to dodge it, or maybe he has a 10-second period where he suffers triple damage. Most of WoW's bosses are like this, meaning that you're never JUST executing the optimal strategy - you have to adjust it to compensate for the boss.

A side note: The strategy has to be effective enough to make a noticeable difference in battle - in WoW, a player may be happy if he's skilled enough to utilize a boss's weakness and do +10% damage, but in a typical RPG, strategies often have to be much more obviously effective - for example, 50% - to convince a player to do them on a regular basis. Again, take Paper Mario: would you ever not try to get the Timed Hit? Of course not, it does double damage! You want that timed hit! You're willing to work for it! Players should feel the same about strategies in your game. Or so the theory goes.

Second side note: Finally, if a player gets the strategy right, he should win the battle fairly easily (or that phase of the battle easily). Once he's got the mechanics down, the player will get bored and his mind will tire if he has to consistently apply intense strategies to every single enemy. Enemies with overly complex strategies should be used sparingly, to create an intense boss fight, for example. Normal enemies should either be fairly simple (but still somewhat involving) or few in number. If the player has to give 110% constantly just to stay alive in your game, he will get exhausted. A good game has relaxing points as well as spikes.

TLDR:

1) Paper Mario games require you to used timed hits, adding flavor to battles.
2) Replacing an "Attack" command with a more involving, strategic choice to be made may be a solution to boring battles.
3) Battles should differ with each enemy. Strategies for fighting an enemy should be recognizable and the player should have the tools to utilize them.
4) WoW uses raid bosses to mix up fights - each class has its own optimal strategy, but must adapt to the boss's mechanics to win the fight.
5) Addendum: Strategies must be effective enough (read: extremely effective) so that players are convinced to spend time executing them.
6) Don't tire out your player by requiring perfect strategy application on every single mob. Either reduce random mobs or make them simple (but still somewhat involving) to fight.
author=slashphoenix
5) Addendum: Strategies must be effective enough (read: extremely effective) so that players are convinced to spend time executing them.

More precisely, the player must be convinced that by learning the strategy, she/he will actually gain time. The strategy has to save more time than you lose by trying things out to learn it, else you actually made a loss by going trough the trouble of learning it. The player won't know in advance whether or not it will be worth it, so the developer needs to gain the player's trust.

Alternatively, learning the strategy is necessary to beat the battle at all.

WoW uses a combination to get people to squeeze out much DPS they can. If your group doesn't have enough DPS, you can't defeat the boss period. It will either rage or healers will run out of mana or some other limit will kick in. On top of that, the more DPS you have, the lesser the chance that something will go wrong. In the end, this saves time since you have to retry less.

Other benefits of learning a strategy is ultimately based on the earlier mentioned two benefits. For example, conserving health is only a benefit if either doing so is faster than just taking the damage and then heal it off or there's a danger of you getting a game over otherwise. By itself, conserving health isn't a priority. The same goes for conserving mana.
Versalia
must be all that rtp in your diet
1405
Alternatively, learning the strategy is necessary to beat the battle at all.


this is looping back around dangerously close to one-trick bosses you cannot defeat with your own creative strategies (Zelda)
author=Versalia
this is looping back around dangerously close to one-trick bosses you cannot defeat with your own creative strategies (Zelda)

Yes, this is a bad thing in RPGs. Also, a strategy that's necessary is by necessity the fastest strategy, so I made a rather useless statement.
slash
APATHY IS FOR COWARDS
4158
There may be a "best" strategy, but I think that bosses should allow for a few creative options. And I don't just mean the old fallback of "grind 10+ levels" although that certainly can be one.
I think "encouraging" sounds so much better than "forcing".

There may always be a certain pattern that results in maximum damage but players feel good when they think they found out those well working combinations by themselves.

Lets say we have a "Fire over time" that increases crit against burning targets", we have an "increases next fire spell" on 18 rounds cooldown, a hardhitter on 7 rounds cooldown and a skill that can always be used (filler).

The only thing forced here is that the player can't use the hardhitter all the time while the "fire over time" and the "increases next firespell" encourage the player to use combinations of spells.

Boring would be:
- simple combinations being simply better than more complex ones
- lots of spells doing the same in different colors
- saving mana for bosses while doing "melee attack" on every other monster (yeah, even the mage and the priest), and this is the worst because the boring way should not be the best way to do something.
Adon237
if i had an allowance, i would give it to rmn
1743
Corti, I agree with you completely. I now have to go look back at the game I am working on, and see if that is true.
author=Corti
I think "encouraging" sounds so much better than "forcing".

There may always be a certain pattern that results in maximum damage but players feel good when they think they found out those well working combinations by themselves.

Lets say we have a "Fire over time" that increases crit against burning targets", we have an "increases next fire spell" on 18 rounds cooldown, a hardhitter on 7 rounds cooldown and a skill that can always be used (filler).

The only thing forced here is that the player can't use the hardhitter all the time while the "fire over time" and the "increases next firespell" encourage the player to use combinations of spells.

Boring would be:
- simple combinations being simply better than more complex ones
- lots of spells doing the same in different colors
- saving mana for bosses while doing "melee attack" on every other monster (yeah, even the mage and the priest), and this is the worst because the boring way should not be the best way to do something.

Actually, I can add another boring:
- The same combination being the most effective for most encounters.

Even if you make the optimal damage output a complex series of skills, if said series proves to be the optimal strategy against most targets, it will still get boring. This includes minor alterations such as replacing fire spells with ice spells. To keep battles fresh, you have to make it so that the optimal strategy changes depending on the encounter. So far, less than 10% of every RPG I've played manage that.
author=Crystalgate
Actually, I can add another boring:
- The same combination being the most effective for most encounters.

Even if you make the optimal damage output a complex series of skills, if said series proves to be the optimal strategy against most targets, it will still get boring. This includes minor alterations such as replacing fire spells with ice spells. To keep battles fresh, you have to make it so that the optimal strategy changes depending on the encounter. So far, less than 10% of every RPG I've played manage that.

First i'd like to mention that i dont think series of skills need to be, or should be complex or even complicated. If the battles aren't simple "stand there and beat it to death"-style, the characters have a lot more to do than do their "rotation" of skills, like situative utilities, interrupts, item-use, defending etc. It would discourage the player from using clever stuff if it had a heavy bad impact on the average damage performance. I think a relatively small number of skills can be quite challenging to use "to the maximum" in changing battle situation.
Plus, a player has to take care of more than one character very often, that is also to be considered.

A well made set of skills could allow a character to do different patterns and tactics for different situation, may it be singletarget vs multitarget damage, quick burn phases, doing his damage while reacting to a pattern of boss-action, controlling certain monsters.

To be honest i'm not a big fan of characters that have 40+skills with 3 of them being effective per battle, the "guess the vulnerable element"-style of battles.


author=Corti
First i'd like to mention that i dont think series of skills need to be, or should be complex or even complicated. If the battles aren't simple "stand there and beat it to death"-style, the characters have a lot more to do than do their "rotation" of skills, like situative utilities, interrupts, item-use, defending etc. It would discourage the player from using clever stuff if it had a heavy bad impact on the average damage performance. I think a relatively small number of skills can be quite challenging to use "to the maximum" in changing battle situation.
Plus, a player has to take care of more than one character very often, that is also to be considered.

A well made set of skills could allow a character to do different patterns and tactics for different situation, may it be singletarget vs multitarget damage, quick burn phases, doing his damage while reacting to a pattern of boss-action, controlling certain monsters.

To be honest i'm not a big fan of characters that have 40+skills with 3 of them being effective per battle, the "guess the vulnerable element"-style of battles.

Some of the skills you suggested though, interrupts and defending, are rather hard to get the player to use without actually forcing it. If interrupts or defending isn't necessary, it means using that those actions have to be faster than simple attacking and healing to be worth using. This can be done, but it's a bit tricky since defensive actions usually don't deplete any HP.
Also, the player needs to be encouraged to actually plan a strategy instead of trying to level up more (I do that very often in RPGs).

"You bastards, what do you think you're doing, dilly-dallying in a place like this!? Run away like little rats or die here by my axe! What's it going to be!?"

But I digress, the player is probably used to grind-heavy games and won't realise that his (possible) wipe came from a lack of skill.
author=Crystalgate
Some of the skills you suggested though, interrupts and defending, are rather hard to get the player to use without actually forcing it.
If interrupts or defending isn't necessary, it means using that those actions have to be faster than simple attacking and healing to be worth using. This can be done, but it's a bit tricky since defensive actions usually don't deplete any HP.

I agree, it is tricky. So far i've seen very few rpg-maker games or even retro rpg that manage to make "clever stuff" and defending really worth it.

I've seen some games that make defend regenerate lifepoints and/or mana. I used defend a lot more often in those games. One problem of the rm2k3 battle system is that you dont know when exactly an enemy will strike, ctb systems that show the ordner of turns make that easier to see. Things like "enemy uses mega punch - i should defend now" work a lot better under that condition.

Interrupts would also work better if they didnt take turns (2k3 battle system is once again the limiting factor). While for example in world of warcraft interrupts work great is because they can be done parallel to other action. Turn based systems have to make it even clearer that an interrupt/silence/stun is worth the turn but thats more a matter of teaching people and it should be made clear how those mechanics work.

In old Final Fantasies i didn't use a lot of "clever stuff" because most of the time, it was not worth it or the enemies were immune. Why should i bother testing sleep,paralysis, blind, yeah whatever each with its 40 to 80% chance to work if the monsters can also be burned down? What would work better are skills that work or don't work and the player gets taught when and how they work, so he can learn how to use them as valuable tools.

Examples:
- That is a humanoid and he's not some kind of 35yards huge elite mob so i can stun.
- that is a melee mob, using silence wont prevent its attacks.
- that is a robot, "kick in the balls" wont work.
-i got 4 mobs, 1 caster, 2 melees and 1 elite. Silence caster, Stun melee, burn melee 2 then take care of the elite = plan


I happen to like mashing the action button when I play rpgs. I usually just find the best grinding spot train until I am over leveled and then just button mash my way till the end of the dungeon, cave, etc. I like tactical fights too, but then I would rather play a tactical rpg like fire emblem or final fantasy tactics.
The problem can also be slightly less aggravating if the skill isn't primarily in fighting the battle but rather in setting up your group (present in games such as the Shin Megami Tensei or Etrian Odyssey series), so it comes down to build them to have the right skills so you can easily spam them.
You could make a form of fatigue, where using a command reduced that character's effectiveness with using that particular command by X% for the remainder of the battle.

Or, if you felt like wasting a few variables of space, you could have the enemies keep track of how much each player uses a command, then the enemy passively predicts what command you're going to use, and has a decent chance of dodging if it predicts correctly. i.e. if you've used 3 hooks, 1 jab, and 1 cross, then there's a 60% chance the enemy will predict a hook next, 20% that the enemy will predict a jab next, 20% that the enemy will predict a cross next, and 0% that the enemy will predict an uppercut next. Then when you choose your attack command, the enemy's evade rate is boosted if it predicted the same command that you select (the player isn't informed of which command has been predicted).

You could make at least one battle, perhaps many, where an enemy has a sort of discouragement countermeasure for each of your commands that last for the remainder of the battle, and uses them after every command you use, and they stack. So if you attack him, he grows a few spikes, and then future attacks will reflect 2% damage back on the attacker. You attack him again, he grows more spikes, now future attacks reflect 4% damage, etc.. He's got a counter like this for each of your commands. Therefore, if fight is say, 10% better than a command called kick, you might use fight 5 times, then kick once, then alternate between fight and kick. Except you would be doing this balancing act with a majority of the commands you have access to, not just two.

My preference is just balanced variety. You can have a regular attack, then a command that only attacks with 90% strength but it ignores the enemy's defense, a command that only attacks with 90% strength but it never misses, a command that attacks every enemy simultaneously but divides the damage amongst them (probably for a total of 120% of normal damage, otherwise it would be strategically poor), a jab that deals about 50% of normal damage but only sets your initiative back by 50% instead of the full 100%, an ability that builds power for X turns and finally unleashes an attack that deals more than X times the damage of a regular attack, etc.. Give a warrior access to all of these abilities, and the player is less likely to just spam the basic attack against every enemy.

Btw, good thread. I read the whole thing and probably created about 15 new commands for my game while reading.
author=Crystalgate
Some of the skills you suggested though, interrupts and defending, are rather hard to get the player to use without actually forcing it.
I never use the defend ability in games. If you attack with every character, you will usually win. If you defend with every character, you will always lose. So why would you use a mixture of attack and defend unless you were able to telegraph who the enemies plan to attack? But the better defend is implemented, the more it should be used. You can do the following:
-Make the enemies focus all of their attacks on one character until that character dies. I like this because then the enemies are using the same tactics that the player is, and it's a solid tactic. If the enemy attacks in this manner, then you are encouraged, but not forced, to have the isolated character defend.
-Give your meat shields (warriors) a command like taunt, that forces the enemies to attack him. Then defend could be strategically correct, as per above.
-If you think the above is too predictable, then have the enemy attack a single target character 50% of the time, and attack a random character 50% of the time, to make the decision of defending a little more ambiguous, instead of obvious and forced.
-Make enemies that attack in a pseudo-random pattern, but with either some sort of subtle tell that might indicate who it attacks next, or it attacks in a set but not easily discerned pattern.
-Give an enemy some sort of tell the turn before it uses a very powerful attack. It could be some in-combat dialogue, a wink, it always uses command A prior to command B, or otherwise. It would be wise, but not always automatically correct, to defend when you read this tell. Sometimes, although defending is tempting, a certain character is low on HP so it will die either way, and might as well attack. Sometimes, although defending is tempting, you absolutely have to cast a Heal All spell before this attack unleashes, because everybodies' HP is collectively too low. Therefore, it's not straight forward.
-Give an enemy skill points instead of MP, and make their skills physical in nature. Then, in rope-a-dope fashion, you could defend a lot until it runs out of SP, and then battle it regularly. This would be a boring battle for the player, but it could be more like a desperation tactic if they can't otherwise win, rather than being a forced strategy that they have to use.
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
Iniquity and Vindication has a skill called Charge Up that (once I get back to work on it) is going to be used by many enemies throughout the game. It's not quite as simple as an old-fashioned "charge for one round, then deal double damage the next round." Instead, using Charge Up gives the enemy the Charged status, which is required to cast certain skills. Actually casting one of these powerful skills uses up the charge.

So, for example, in my first dungeon, the Torpedo Sharks use normal attacks on most rounds, but on some rounds they will use Charge Up. Then, once they are charged, they can (and will) use an attack that deals triple damage on the next round.

There are two obvious ways to counter this. The first is to defend, and the second is to interrupt the attack. Defending only really works well when you have 1-2 party members, so interrupting is the preferred method of handling this. Several characters in my game have skills that stun the enemy for a fraction of a round (it's an ATB system) and also dispel charged status. These interruption skills are 100% hitrate, so they are a useful and reliable way to interrupt enemy attacks. They have a cooldown of 3-7 rounds (depending on the character) to keep the 100% hitrate stun from becoming overpowered against bosses. The cooldown also means that there are times when you might not be able to interrupt the enemy because your stun is on cooldown - in those cases, defending becomes the next best strategy.

This is actually similar to LDanarkos's last suggestion about skill points, except that the enemies essentially start the battle with 0 skill points and have a method of recovering them. It could easily be done as a skill point system, though I prefer using a status effect instead just because you can easily see status effects on the enemy. It's really a combination of his last two suggestions.
It definitely reminds me a lot more of my second to last suggestion. Mid-read I thought "well this interrupt seems like it might be the right play every time, how are you going to stop it from just always being the correct play?" and then the cooldown made me feel better about it. Pretty good design.
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
I generally find 100% hitrate skills with cooldowns to be vastly preferable to low-hitrate skills without cooldowns. They serve the exact same purpose (keeping a status or other special effect from being able to be applied all the time) but cooldowns remove the feeling of wasted turns.

Now, if a skill has a minor secondary effect with a low hitrate, like an attack that has a chance of lowering the enemy's defense by 20% for one round, it doesn't bother me at all. That's like a critical hit, it just adds excitement and possibly subtly alters my next attack, and the skill still feels like it "works" even when the special effect isn't applied. But when a big part of my battle strategy relies on the skill, I don't like it to randomly fail.

By adding a lot of skills with cooldowns, you can keep the player doing something different every round. However, to work well, this requires that most battles last until all the characters have taken 4 or 5 turns at minimum. So cooldowns work well in a game with fewer, more difficult battles, and poorly in a game with lots of battles that end in 1-2 rounds. In games with quick random battles like that, you end up basically just always having access to the cooldown skill. A system like limit breaks or Lufia 2's IP gauge would work better in that kind of game, as it would essentially function as a cooldown that persists between battles.