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SO YOU SAY YOUR GAME HAS STRATEGY

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Most such bosses that require highly strategic thinking have the convienient trait that you can level up to make the fight easier. It's the ability to grind levels that makes difficulty levels in RPGs redundant.
author=Max McGee
People say they want this but in practice they COMPLETELY. FUCKING. HATE. IT.

Trust me on this one, bro. The best thing you can do if you want your game to be moderately popular is to make your game simple and easy, at least at the beginning. Otherwise, your game will make people feel stupid and they'll hate it. Be careful, though. If everyone hates you anyway, you can even get in trouble for your game being too easy!

Why would we just trust you? There's a low quantity of hard RPGs that aren't a grindfeast, so I don't know where you would get that from.
author=LightningLord2
Most such bosses that require highly strategic thinking have the convienient trait that you can level up to make the fight easier. It's the ability to grind levels that makes difficulty levels in RPGs redundant.


Which is why in my game smart people have to level grind as well. Just to filter out every.single.button.masher. level grinders or not. Which raises the amount button mashers have to grind to insane amounts.. They'll all lose their patience after level grinding for five hours and still unable to mindlessly beat a boss. Clever players don't even need to grind nearly as much though. Yep, my game I'm planning rewards the wise and the patient.
punish smart players because somewhere in the world somewhere is trying to button mash their way through

wow brilliant

there was already a thread about grinding where i may or may not have posted something vaguely lucid but grinding is supposed to be an option not a requirement, especially for someone who plays smart
Well my suggestion for strategic players when they level grind is to use that time to experiment on their character's skills and abilities. Which generally deals more damage? Blizzard or Lightning Strike? So you try out both for an enemy that's neutral to both. I think I mentioned this somewhere before but whatever.

How much damage can I do without buffs? Now how much can I do with buffs? Can you put an enemy to sleep and poison them simultaneously in this game? No because they wake up from the poison. Using level grinding time that way can make it a little less boring.
Marrend
Guardian of the Description Thread
21806
So part of the strategy of the boss fight requires that players grind until they get the skills that make up the gimmick that the boss fight requires players to pull off? I dunno. I might be comprehending it incorrectly.

Even a person you've labeled as a "button masher" would figure out eventually that a boss that requires a gimmick/strategy/whatever can't be overcome by raw statistics. How much beating from said boss such players would need to take before they learn that is variable, however. I doubt somebody playing an RPG Maker game would bother with the five hours. Though, saying that, you probably came up with that amount of time on the spot for example purposes.

How would one judge "wisdom"? If a player came up with the correct/best strategy at random, how would you differentiate that with a player who's figured it out the way it was intended? What of "patience"? Is it simply a matter of timing, or is it more a matter of how many times a player gets the "Game Over" screen before quitting out of sheer frustration?
Why not manipulate the exp curve and exp output of the enemies? So that you can reach the required level by defeated all the enemies you'd normally find on the way, and have it nigh impossible to level up using the current enemies you found after reaching the optimal level for that segment. You know, like Ys and Suikoden. Bosses would be likely faced at similar levels for mostly everyone. Button mashers would be discouraged and smart players wouldn't need to do more than they need to.
slash
APATHY IS FOR COWARDS
4158
Grinding, in the most commonly used sense of the word, requires very little strategy at all.

Dictionary: "to produce in a routine or mechanical way"
Wikipedia: "Grinding is a term used in video gaming to describe the process of engaging in repetitive and/or non-entertaining gameplay in order to gain access to other features within the game, or to allow the player to "grind" better/faster."

Routine, non-entertaining, and repetitive battles does not a game make. If you want your game to have challenging, fun, and strategic battles, you're better off removing all trace of grinding. Which of course, means a problem I've pondered for a long time: How do you make every battle in an RPG fun?

Potential solutions:
1) Make all your battles capable of killing you - yes, even forest imps.
PROS: Players will have to pay attention to each battle, and come up with clever strategies even for lowly minions.
CONS: Lessens the impact of a deadly boss (since RNG battles are also deadly). Still faces the problem of fighting the same fight repeatedly - once you've won one, you've won 'em all. Resource recovery (potions, ethers, HP/MP) may need to be heavily altered. More time must be spent balancing basic monsters.

2) Make all your battles count - limited recovery/time/number of battles means that the player will try and do his best to maximize his damage done and minimize his damage taken.
PROS: Even if a the player knows a battle won't kill him, he'll try his best to fight well, so that he can handle the upcoming fights more easily. Creates a sense of survival within the player.
CONS: Sometimes difficult to integrate in a game. For example, a dungeon in Final Fantasy is like this, but if you grind levels/potions outside the dungeon, it is no longer a challenge. However, if the player only has three days to complete a quest (ex. 3 nights at the Inn) he is forced to fight his very best to maximize his gains from those 3 days. Often, a game like this will be very heavily based around its time limits (Think Majora's Mask, for a semi-example.)

Side Note: I have noticed Craze tends to make games like #2, if you're interested.


I think I just got a great idea that utilizes the mechanics of #2... hot damn. I am psyched now.
As far as I'm concerned, if a player grind and then complain about the lack of challenge, it's his/her own fault. I put a large part of the exp in boss battles so that problems like getting lost and therefore fighting twice as much battles as you're expected to in a dungeon has a low impact, but other than that, I don't see it as my job to prevent a player from grinding.
If the game is attrition-based, it might be bad that the player can't try out different tactics because he doesn't have the resources for that.
author=PsychoFreaX
Which is why in my game smart people have to level grind as well. Just to filter out every.single.button.masher. level grinders or not. Which raises the amount button mashers have to grind to insane amounts.. They'll all lose their patience after level grinding for five hours and still unable to mindlessly beat a boss. Clever players don't even need to grind nearly as much though. Yep, my game I'm planning rewards the wise and the patient.


First, I might ask for you to clarify what you consider "grinding" in case we have differing opinions on it. For the most part, my definition is shared with just about everyone who has replied. But some people call, for example, the minimum amount of non-boss battles on the way to the boss as the grind.

Second, my grinding philosophy as I have indicated in all such topics: a boss should be killable, on the first attempt, by a party that has completed the MINIMUM number of encounters to reach said boss. That doesn't mean it has to be easy, but the smartest players should be able to prevail.

Third, let me go ahead and group people who grind like hell to level up and beat bosses with button mashers. That is, a group of people whose "strategy" just consists of taking the easiest route, including button-mash grinding, even if it takes a lot longer than being smart. I believe this should always be an available option to people. Again, my philosophy, is that a certain demographic should never be actively DISCOURAGED from playing your game the way they want. The more people who like and play your game, the better. It's their choice if they want to blow a lot of time being lazy, and it's perfectly acceptable to suggest they are making it harder on themselves, but it should still be an option.

Fourth, it's always wise to reward the wise, but expecting people to be patient is very dangerous. If patience means giving someone the choice between getting a powerful weapon later instead of a less-powerful weapon now, that's fine. They are active in their choice, and most importantly, it's THEIR choice. If patience means some degree of mandatory grinding, or even an arbitrary amount of grinding, then you're asking a lot; particularly from your smarter players. They choose to play smart specifically for the purpose of NOT being patient.

I wouldn't agree with LightningLord about difficulty levels being redundant. I would just let people play the way they want to play. They can be challenged and win with wits, or they can play safe and grind.

@slashphoenix, the best approach I've seen to your conundrum remains in FFXIII (even if I'm not crazy about the game). Enemies leading up to a boss are introduced in an escalating fashion; for they'll introduce one new enemy, then put two of them in a battle or two, then three, then they'll introduce another new enemy, combine that enemy with one or more of the first ones, etc. The purpose of this is that you are given the opportunity to learn what strategies work best for specific enemies, how the strategy changes when there's more than one of them (and that strategy DOES change), then when they mix enemy groups, you have to decide which strategies to implement immediately and what order to kill them in, which does have make-or-break consequences. And it's fascinating that once you learn that approach, you start paying attention more to enemy weaknesses, and the appropriate buffs and counters to enemy attacks.

That brings up another good point I wanted to make earlier. If you are going to use a central philosophy to your central battle and boss designs, let the player know what it is. Give them a freebie or two, go over the appropriate problem-solving process early on so that they can follow it in future fights. I don't think this makes your fights easier, it actually establishes the boundaries for how much thought players should put into their strategies. It will get them thinking beyond just what abilities they should try first.

P.S. Craze, if you tl;dr reply this, I will destroy you.
slash
APATHY IS FOR COWARDS
4158
That's a great example of teaching the player: They'll face the enemy alone at first, meaning the battle isn't too hard, but maybe they'll figure out what abilities he has, or what he's weak too. Then later on, enemies will be mixed and matched, becoming more threatening, but if the player uses his brain he can figure out the best way to handle the situation because he learned how earlier.

And yea, there are usually easy and off-hand ways to mention to the player "Learn what these enemies do, it will be on the test." And once they get the hang of it and see it pay off, for example on a boss fight, they'll keep doing it.
author=slashphoenix
Grinding, in the most commonly used sense of the word, requires very little strategy at all.


No one ever said it did. All I meant is that requiring some level of grinding filters out more unskilled players than requiring no grinding. Besides, level grinding doesn't have to be so repetitive and boring if you're really into the game and use that time productively(at least most of the time). Read my previous post for that.

author=S. F. LaValle
author=PsychoFreaX
Third, let me go ahead and group people who grind like hell to level up and beat bosses with button mashers. That is, a group of people whose "strategy" just consists of taking the easiest route, including button-mash grinding, even if it takes a lot longer than being smart. I believe this should always be an available option to people. Again, my philosophy, is that a certain demographic should never be actively DISCOURAGED from playing your game the way they want. The more people who like and play your game, the better. It's their choice if they want to blow a lot of time being lazy, and it's perfectly acceptable to suggest they are making it harder on themselves, but it should still be an option.

I had already mentioned that my game is designed to be a thrill, not popular. I also think slashphoenix even referenced back to it. It doesn't have to sell better. Not for everyone. I made it so that there would always be another challenging experience available out there for anyone who possibly wants it.

author=S. F. LaValle
author=PsychoFreaX
Fourth, it's always wise to reward the wise, but expecting people to be patient is very dangerous. If patience means giving someone the choice between getting a powerful weapon later instead of a less-powerful weapon now, that's fine. They are active in their choice, and most importantly, it's THEIR choice. If patience means some degree of mandatory grinding, or even an arbitrary amount of grinding, then you're asking a lot; particularly from your smarter players. They choose to play smart specifically for the purpose of NOT being patient.

Well, I know level grinding can become a pain even to skilled players. But do you ever actually try to use that opportunity to learn more about your characters and how you can fight? That's my suggestion for easing it at least a little. Like, revising for a test. Again, read back to my previous post.

Oh and about it being their choice? Well of course it's their choice. But it doesn't mean those choices won't have consequences. It's my choice to walk down the stairs, upside down with my hands alone. Does it mean I won't get an accident?
That's fair enough. If the choice is either grind, or die, then I don't really consider it a choice. However, as long as the player knows up front that boss encounters are specifically designed to be not possible without, at the minimum, X amount of grinding, then they can avoid the frustration later of finding out that while they are smart enough to beat a boss, they merely lack the level.

The problem that I see, fundamentally, is how will a player know when they've grinded enough? The smart players already know how to beat a boss, and they're just grinding levels to possess the statistics required to make victory possible. Do they just grind random battles at the bottom of the steps leading to the boss, then every time they gain a level, they ascend the steps and try the boss again? If they fail, was it because they didn't implement their strategy correctly, or merely because they didn't grind enough levels? Is there a level where victory and defeat is determined by RNG rather than skill?

I won't preach my own philosophy on battle balancing, but the concept of mandatory grinding, in any form, is widely considered "fake difficulty," meaning that the game isn't any more challenging than before, it just takes longer to do. What I was saying about choice earlier is that if a player feels confident that they have the skill to beat a boss, and thus choose to fight it and fail only because they haven't leveled enough, then that choice is being taken away from them. They will have to go back and grind, and more importantly, that feeling of playing smartly will be gone. This will have the unintended effect of filtering out SKILLED players, which is the opposite of what you're trying to do.
I've always been a fan of multiple choice when it comes to a fight. In the boss battles I'm working on, the boss itself will be a very difficult opponent if fought straight up. It can be done if your playing as a Warrior or Mage class, but it is tricky. For those Thieves, Clerics and Scholars there are other options.

Is the berserker to powerful in a mellee fight? If your a Thief, just steal skill his weapons making him rely on hand to hand combat. Maybe your a Cleric you can call upon your patron god using Ritual; a God of Justice might take away your foe's berserk status to even the fight. Or maybe your a Scholar and have studied berserker tactics; you can use this knowledge to trip the berserker up.

Another example is with a dragon boss fight I'm working on. It has a powerful Fire attack that can easily destroy your team in a few turns. True, playing as a Warriors or Mage to defend or destroy would work fine. But maybe you have a better idea. As Thief, why not feign stealing it treasure? This would frenzy the beast into mellee combat and not provide it the chance to charge up it's Fire. As a Cleric, it's possible that you worship Dragons, if this is so you can use your Ritual to broker a deal with the beast. Better still, as a Scholar you would have access to quick brewing of a simple salve that repels dragon fire.

Basically to sum up:
Warriors can outlast a boss if they are careful.
Mages can quickly dispatch a boss if they know it's weakness.
Thieves can take away the very thing that made the boss deadly.
Clerics can call upon their Gods for aid.
Scholars can use their knowledge to negate special effects the boss may have.
...So Warriors and Mages are at a clear disadvantage? And, on top of that, the only classes with no cool gimmick? That's really bad design, I'm afraid.
Mages already have the cool gimmick of having an entire library of spells they can launch at the enemy. It's the Warrior who can only Attack, Defend and Use Items.
author=Pokemaniac
...So Warriors and Mages are at a clear disadvantage? And, on top of that, the only classes with no cool gimmick? That's really bad design, I'm afraid.

Not really, if your a Mage congratulations; you will basically be a physical god on earth. If you use your spells right and know about a foe's weakness, it's a simple two turn fight at best if you play your cards right.

As for Warriors, you get to equip the best equipment in the game. And your not stuck with just Attack, Defend and Use Item; Attack and Defend are used only to recover Energy. Warriors have a plethora of skills and can shrug off damage better than any other class.

Also I should have made it more clear; if your getting into a fight when playing Thief or Scholar YOUR DOING IT WRONG. Scholars like to stay out of fights, use their intelligence to bypass foes with advanced knowledge on their motives. Thieves are charming when needed, with a good Speech skill, you'll be able to manipulate your way out of a fight. Clerics CAN possibly be combat focused, Loki, Thor and Hades are the combat based gods. The remaining two gods don't offer combat skills. Bahamaut, the Dragon God lets you bargain with dragons and speak with them. Luna, the God of the Moon and Peace can calm your enemies down before they start a real fight.

It all comes down to choice, I should have made this more clear I think. If your playing a Warrior, expect to to march into dungeons and slaughter countless enemies. As a Mage be sure to learn about your enemies before walking into any dungeons. If your a Thief, DON'T go into a dungeon; your a thief. Break into a house, steal all their crap and sell it. Same with Scholars, stay out of combat missions; look for quests you can solve with your mind and talents. As Cleric, it depends on your patron God, base your missions on that. Worship Luna, God of the Moon and peace? Don't accept the mission where you waltz into a bandit camp. Hades is the God of Death, he might be able to help you out a bit more than a peace God.

*Edit: Maybe all that will make more sense when I tell you that it is an open world game; mostly built around sidequests. There is a main quest, but you don't necessarily need to complete it, and once you do you can still do sidequests.
author=Versalia
Shin has a recognizable pattern. Shin will use AoE status effects over and over again - specifically Curse (your dealt damage splashes back on you) and Confusion (yeah).

That's already poorly designed. One of the very important rules of game-making to bear in mind is that the player wants to play the game. Hitting the entire party with status changes like confusion, berserk, sleep, stop, etc. basically takes away the player's ability to make any decisions. Above all else, always give the player the ability to play the game.