STAT CUSTOMIZATION - HOW DO YOU THINK IT SHOULD BE DONE?
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So I'll reveal a little secret of mine: For the Summer Games competition I am making a game that is centered on customizing your party's stats. The stat increasing items are not like those Seeds of Mana that are hard to obtain, but are a commodity, allowing the player to increase each stat (HP, MP, attack, defense, spirit, and agility) to multiple levels within a short period of time.
My question is whether this is a good idea? Do you think players should be allowed to easily customize their party member's stats or not? Do you think there should be a limit as to how much the player can do this? Take Pokemon, for instance. You gain an "effort point" for every enemy you defeat, which alters your pokemon's individual stats, but you can only have 255 of these points per stat, and 510 effort points total, meaning you can't just max out every stat and blow through the game. My aim is to give players more control and personalization of their party members, but would this be the way to do it?
My question is whether this is a good idea? Do you think players should be allowed to easily customize their party member's stats or not? Do you think there should be a limit as to how much the player can do this? Take Pokemon, for instance. You gain an "effort point" for every enemy you defeat, which alters your pokemon's individual stats, but you can only have 255 of these points per stat, and 510 effort points total, meaning you can't just max out every stat and blow through the game. My aim is to give players more control and personalization of their party members, but would this be the way to do it?
I'll use seeds as an example to explain my thoughts here: I believe there is freedom to have in both the kind of seeds you can get and in the amount you can use.
If players can get their hands on any kind of seed, they do have freedom over what stat they want to increase, which is more interesting than being limited to predetermined amounts of particular types of seeds.
Now it might be trickier regarding the quantity of seeds players can use at certain points... If these seeds are bought in normal shops, the players can get an infinite supply right away and some of them will definitely blow through the game. One solution would be to make special shops where only so much seeds can be bought before the store runs out of supplies.
Another solution would be to have the possibility of infinite supplies near the end of the game only, when most of the challenges have already been completed. That would allow players to beef up for the final boss or for some ultimate optional quest.
These are a few classic examples of how you could do it.
If players can get their hands on any kind of seed, they do have freedom over what stat they want to increase, which is more interesting than being limited to predetermined amounts of particular types of seeds.
Now it might be trickier regarding the quantity of seeds players can use at certain points... If these seeds are bought in normal shops, the players can get an infinite supply right away and some of them will definitely blow through the game. One solution would be to make special shops where only so much seeds can be bought before the store runs out of supplies.
Another solution would be to have the possibility of infinite supplies near the end of the game only, when most of the challenges have already been completed. That would allow players to beef up for the final boss or for some ultimate optional quest.
These are a few classic examples of how you could do it.
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
One simple way would be to make it so your total combined stats can never exceed, say, for example, 5x your level. Once you get to that point, you have to level up before you can use more. Of course, levels themselves would probably not grant any stats.
A more complex way would be to remove the seeds and get stats solely from equipment instead. Then your stats have freedom, since you can equip whatever you want, but your equipment selection is limited by how far in the game you are.
Or make it so stat-improvement items can't be bought, but rather drop directly from enemies. Harder enemies later in the game would drop items that increase them by a higher amount at a time, or perhaps drop them more often. However, this method limits the player's stats to whatever seeds he happens to find - so it offers a more limited amount of customization.
Just buying stat items with money seems, on the surface, to not really be a great idea. Though I guess if you think of money as XP, it's actually pretty similar to my first suggestion, with the main difference being that in a money-based system you can give all your items to the same character, even if that character did not participate in battles. Also, in a money-based system, there's no curve. If a +1 str seed costs 500g initially, it'll cost 500g for the whole game, but you'll eventually be getting money dozens of times as fast. So you'll start to rack up stats really fast, and enemies will need to increase in power similarly to compensate.
A more complex way would be to remove the seeds and get stats solely from equipment instead. Then your stats have freedom, since you can equip whatever you want, but your equipment selection is limited by how far in the game you are.
Or make it so stat-improvement items can't be bought, but rather drop directly from enemies. Harder enemies later in the game would drop items that increase them by a higher amount at a time, or perhaps drop them more often. However, this method limits the player's stats to whatever seeds he happens to find - so it offers a more limited amount of customization.
Just buying stat items with money seems, on the surface, to not really be a great idea. Though I guess if you think of money as XP, it's actually pretty similar to my first suggestion, with the main difference being that in a money-based system you can give all your items to the same character, even if that character did not participate in battles. Also, in a money-based system, there's no curve. If a +1 str seed costs 500g initially, it'll cost 500g for the whole game, but you'll eventually be getting money dozens of times as fast. So you'll start to rack up stats really fast, and enemies will need to increase in power similarly to compensate.
In addition to the runaway problem LockeZ mentions, it would be good to have a reason to boost everybody's stats instead of just one party member's. Boosting multiple stats (especially, say, agility plus anything else in 2k3) tends to compound, making it more effective to stack all the bonuses on one character rather than spreading them around.
In one of my old abandoned projects I awarded the player with Evolve points for their performance in combat. As was suggested above, I put in ceilings so that the total stats could not exceed a certain amount per character level. I didn't just use the points for stats though. They could buy stat upgrades, new skills, and could be consumed to return unconscious characters or to deliver an instant critical hit to an enemy (it was a custom battle system).
I ran into balance problems though, because the combo mechanic in my battle system made it really easy to rack up a ton of hits. A friend of mine testplayed it for me and said that after the first couple of levels, he just buffed everyone's stamina points so he could bust 6+ attacks per member, per turn. He pretty much blew through every non-boss battle in my demo without letting the enemies get a single hit in, and because I made decisive victories like that reward the player with extra evolution points, even the demo's end boss (who was supposed to be VERY tough) only took him three rounds to crush.
I really like the idea of directly customizing the party's stats, you just need to make sure to plan for some weird eventualities (if you allow them to begin with). You could make enemies that require different element/status types to defeat, so that no single party member (even with every available stat seed dumped into their development) is able to waltz through your battles.
I ran into balance problems though, because the combo mechanic in my battle system made it really easy to rack up a ton of hits. A friend of mine testplayed it for me and said that after the first couple of levels, he just buffed everyone's stamina points so he could bust 6+ attacks per member, per turn. He pretty much blew through every non-boss battle in my demo without letting the enemies get a single hit in, and because I made decisive victories like that reward the player with extra evolution points, even the demo's end boss (who was supposed to be VERY tough) only took him three rounds to crush.
I really like the idea of directly customizing the party's stats, you just need to make sure to plan for some weird eventualities (if you allow them to begin with). You could make enemies that require different element/status types to defeat, so that no single party member (even with every available stat seed dumped into their development) is able to waltz through your battles.
The easiest way to make this sort of thing work is to make every character archetype need every stat to function - this gives a clear drawback to focusing on a single stat.
Consider, for example, a game where the stats are
-Strength, governing physical damage and making you less likely to take critical hits.
-Magic, governing magical damage and making ailments less likely to afflict you.
-Defense, governing all incoming damage, regardless of type, and
-Speed, governing critical hit, accuracy and evasion rates.
Simple enough example. Now, the most obvious thing would be to single out a stat to build in, right? After all, max Strength or Magic make you an engine of destruction; max Defense makes you immortal; and max Speed makes you untouchable. But what are the drawbacks?
-Strength focus creates vulnerability to ailments, lacks survivability, and has difficulty hitting.
-Magic focus invites critical hits, dies easily, and is an easy target.
-Defense focus has difficulty dealing damage, invites critical hits and ailments, and won't dodge anything.
-Speed focus can't hurt anything, invites critical hits and ailments, and crumbles when actually struck.
See what goes on here? Under a system like this, each time you place a point in a stat you're sacrificing the benefits of the other stats. Players of games like this will usually focus on about half the available stats; and will even then patch up their weak points with minimal investment instead of ignoring whole stats.
Stat with a defensive benefit of some sort will be invested in by most characters to some degree; stats with an offensive benefit are more likely to be a character's main focus.
Consider, for example, a game where the stats are
-Strength, governing physical damage and making you less likely to take critical hits.
-Magic, governing magical damage and making ailments less likely to afflict you.
-Defense, governing all incoming damage, regardless of type, and
-Speed, governing critical hit, accuracy and evasion rates.
Simple enough example. Now, the most obvious thing would be to single out a stat to build in, right? After all, max Strength or Magic make you an engine of destruction; max Defense makes you immortal; and max Speed makes you untouchable. But what are the drawbacks?
-Strength focus creates vulnerability to ailments, lacks survivability, and has difficulty hitting.
-Magic focus invites critical hits, dies easily, and is an easy target.
-Defense focus has difficulty dealing damage, invites critical hits and ailments, and won't dodge anything.
-Speed focus can't hurt anything, invites critical hits and ailments, and crumbles when actually struck.
See what goes on here? Under a system like this, each time you place a point in a stat you're sacrificing the benefits of the other stats. Players of games like this will usually focus on about half the available stats; and will even then patch up their weak points with minimal investment instead of ignoring whole stats.
Stat with a defensive benefit of some sort will be invested in by most characters to some degree; stats with an offensive benefit are more likely to be a character's main focus.
Typically, you get as much defense as you need and pour the rest on your offense of choice. If the game allows you to direct enemy attacks towards a certain character, you may want to make one of your characters a tank. Otherwise there's little point in giving any of them a defense focus.
Not necessarily. For example, evasion tends to be an all or nothing deal. Either you get a lot of it, or you get nothing. Hitpoints definitely qualify though, every character will want at least a decent amount of it. For other stats, it depends on how it's implemented. Typically, if the defensive benefit is diminishing, the player is more likely to invest at least a little in rather than going for an all or nothing approach. Assuming the player is trying to optimize that is.
author=ChaosProductions
Stat with a defensive benefit of some sort will be invested in by most characters to some degree; stats with an offensive benefit are more likely to be a character's main focus.
Not necessarily. For example, evasion tends to be an all or nothing deal. Either you get a lot of it, or you get nothing. Hitpoints definitely qualify though, every character will want at least a decent amount of it. For other stats, it depends on how it's implemented. Typically, if the defensive benefit is diminishing, the player is more likely to invest at least a little in rather than going for an all or nothing approach. Assuming the player is trying to optimize that is.
Why don't you do it like Final Fantasy Endless Nova, to increase HP you would have to take lots of damage, to increase MP you have to use a lot of MP and so on...? I always thought that was cool!
@Ratty: Here's what I think you can do. Keep the seeds and have it so that at the end of each battle, you choose which of the seeds/stat boosters you have on you (if any) and have the stat bonuses/penalties be based on what you chose and that would be how you gain levels and it'll probably save you from assigning EXP values to each and every enemy you encounter. Though you can still use them outside of battle and get the similar "level up" effect, the effects are much lesser than doing it after battle. Also, you could have any non-level up stat effects be strictly equipment based like LockeZ said.
Thanks for the replies.
@supremewarrior: I have never played that game. Care to elaborate a little?
@DB: That's not a bad call. I'm thinking with this type of system, leveling up shouldn't grant too many stat bonuses as LockeZ suggested. I have initially planned for each level-up to increase each stat by 1 point, and just be a signifier for the types of enemies you battle on a map (if I can get that to work with VX >_>)
@supremewarrior: I have never played that game. Care to elaborate a little?
@DB: That's not a bad call. I'm thinking with this type of system, leveling up shouldn't grant too many stat bonuses as LockeZ suggested. I have initially planned for each level-up to increase each stat by 1 point, and just be a signifier for the types of enemies you battle on a map (if I can get that to work with VX >_>)
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
Final Fantasy II and most games in the SaGa series work roughly the same way as FF Endless Nova. You get stat points at the end of combat based on what actions you took during combat.
This method of increasing stats, of course, has nothing to do with this topic and is pretty much totally incompatible with a system that allows fully customizable stats. Also, I hated it. In FF2 the optimal battle strategy became attacking your own characters, while in the SaGa series you got the most benefit from standing there letting the enemy wail on you. It would be fine for the offensive stats, but I do not really appreciate systems that go out of their way to reward you for playing poorly.
This method of increasing stats, of course, has nothing to do with this topic and is pretty much totally incompatible with a system that allows fully customizable stats. Also, I hated it. In FF2 the optimal battle strategy became attacking your own characters, while in the SaGa series you got the most benefit from standing there letting the enemy wail on you. It would be fine for the offensive stats, but I do not really appreciate systems that go out of their way to reward you for playing poorly.
You can make it so that there's a limited amount, maybe 20, of stat boosters in the entire game. You can make it so there's some sort of DOJO where you train and get a limited number of boosts in the stats of your choice. Possibly something that gives you +1 in one area and -1 in another area; or +1 in a stat like strength and -2 or so from your HP max.
author=LockeZ
Final Fantasy II and most games in the SaGa series work roughly the same way as FF Endless Nova. You get stat points at the end of combat based on what actions you took during combat.
This method of increasing stats, of course, has nothing to do with this topic and is pretty much totally incompatible with a system that allows fully customizable stats. Also, I hated it. In FF2 the optimal battle strategy became attacking your own characters, while in the SaGa series you got the most benefit from standing there letting the enemy wail on you. It would be fine for the offensive stats, but I do not really appreciate systems that go out of their way to reward you for playing poorly.
FFII's method would be optimal if it wasn't so poorly implemented. Had there been some method of aggro control/tanking, and had HP and defensive benefits been awarded for that role, there would be no complaints about "hit head with stick hur dur".
Defensive stats are really the main hindrance of by-usage growth systems.
I created a game demo where the main character had a 'Bonus Board' he visited in-game set out like a traditional boardgame. Each time he levelled he got the usual bonuses, but through sub-quests and exploration he could find 'move points' that allowed him to further explore the board, with each square having a particular bonus set to it. Some were a simple offence/defence choice with a +2 bonus whilst others allowed for the learning or levelling of skills.
Something fun that the user can feel like they're doing in-game to make themselves better and feel a sense of progression is always a boon.
Something fun that the user can feel like they're doing in-game to make themselves better and feel a sense of progression is always a boon.
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=Enker
I created a game demo where the main character had a 'Bonus Board' he visited in-game set out like a traditional boardgame. Each time he levelled he got the usual bonuses, but through sub-quests and exploration he could find 'move points' that allowed him to further explore the board, with each square having a particular bonus set to it. Some were a simple offence/defence choice with a +2 bonus whilst others allowed for the learning or levelling of skills.
Something fun that the user can feel like they're doing in-game to make themselves better and feel a sense of progression is always a boon.
Reminds me of the FF10 sphere grid, kind of, except that if yours is a board game I assume it loops around in a circle. I'm curious how people actually feel about this sort of "needless" complication to an inherently simple mechanic for the sake of interactivity. I've talked to a lot of people who despise complex level up systems and skill-learning systems because they feel like they need a master's degree just to understand how to play the game in the first place, much less become any good at it. They'll say things like "Why the fuck did they mess with level ups? Level ups worked fine. This is ridiculous. Just going through the menu to get stronger is harder than fighting enemies. Why can't this just happen automatically instead of sending me through all this bullshit? I want to get back to fighting things and advancing the plot."
But I've also talked to people, like you, who think systems like this add a lot of fun and interactivity. And I can see why. It's hard to argue that complex interactive systems like this don't add anything. The player gets more stuff to do, and doing that stuff directly results in becoming stronger, and once you figure it out it typically is actually fairly interesting. So I'm really not sure what causes the different reactions. I wonder if it's simply a matter of expectations: you are trained to expect a big yellow "Level Up!" animation and an immediate reward, but instead you have to play a whole other game before you can get that reward.
As long as games have different things to offer, different people will play them for different reasons. Story, interactivity, milieu, social reasons (if it's an online game), etc. We can expect there to be a range of opinions about the gameplay mechanics of RPGs because RPGs tend to attract both the type who is mainly in it for the story/characters and the type who is mainly in it for the gameplay. To the former, complex gameplay can be a turn-off.
I suppose this is a function of where somebody lies on the casual-hardcore scale of enjoyment of an aspect of a game. The same kind of debate goes on in fighting game communities where the question is whether it's better for the timing of moves and combos to be strict or lenient. When timings are lenient, the hardcore player who masters them quickly soon grows bored of the game. When timings are strict, the casual player who for whatever reason isn't putting in the time to learn them grows frustrated and stops playing. (But to a developer, both hardcore players and casual players are an important audience)
There's a satisfaction that comes with mastering a skill, whether that skill is playing a sport, playing a musical instrument, or playing a video game. But just as not everyone plays a sport primarily for such a reason--some people play a sport for relaxation, social reasons, etc--not everyone plays a video game primarily for the challenge of mastering skill-based mechanics.
I suppose this is a function of where somebody lies on the casual-hardcore scale of enjoyment of an aspect of a game. The same kind of debate goes on in fighting game communities where the question is whether it's better for the timing of moves and combos to be strict or lenient. When timings are lenient, the hardcore player who masters them quickly soon grows bored of the game. When timings are strict, the casual player who for whatever reason isn't putting in the time to learn them grows frustrated and stops playing. (But to a developer, both hardcore players and casual players are an important audience)
There's a satisfaction that comes with mastering a skill, whether that skill is playing a sport, playing a musical instrument, or playing a video game. But just as not everyone plays a sport primarily for such a reason--some people play a sport for relaxation, social reasons, etc--not everyone plays a video game primarily for the challenge of mastering skill-based mechanics.
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 did list complexity as a type of difficulty in my Difficulty topic, I guess. I don't usually think of minigames as adding difficulty to the game, but when they're mandatory and involve any degree of complexity, I guess they really do.
There's also the element of people who just dislike minigames because that's not the type of game they signed up to play. You start playing an RPG because you like RPGs, and suddenly you get ripped out of it and you have to play a racing game or board game or casino game instead before you are allowed to keep playing the game you wanted to play. Some things like this are integrated enough that they feel like central elements of the game instead of minigames, like the slot machine style levelling up in Mario RPG. But others, due to their infrequency or their presentation, just feel completely disconnected and jarring, like travelling to a new world in Kingdom Hearts. I'd have to play the game and use the board game system a few times to say which one it felt like.
There's also the element of people who just dislike minigames because that's not the type of game they signed up to play. You start playing an RPG because you like RPGs, and suddenly you get ripped out of it and you have to play a racing game or board game or casino game instead before you are allowed to keep playing the game you wanted to play. Some things like this are integrated enough that they feel like central elements of the game instead of minigames, like the slot machine style levelling up in Mario RPG. But others, due to their infrequency or their presentation, just feel completely disconnected and jarring, like travelling to a new world in Kingdom Hearts. I'd have to play the game and use the board game system a few times to say which one it felt like.
I should have said before, but I thought it was obvious, stat boosters that you can buy an unlimited amount of in stores, and have a reasonable price tag, are pretty overpowered. For anyone who's played Don's Adventures, the RM2K sample game by Don Miguel, it included stat boosters for 200 GP, and after you bought the first few, your power level began to spiral out of control. If that game was epic, instead of just a demo, it would get easy as hell after the first hour of gameplay. Even if the price was jacked-up to... 300 times the price of a potion, I still think they behave in an exponential manner -- after the first few you purchase, they begin to get easier and easier to farm and the whole thing spirals out of control.
So anyways, no matter what, I don't think you should offer them as an unlimited commodity with a fixed price. If the price rises each time you buy one, or if there's a limited supply, then it's more acceptable. Or if, instead of an item, you just handle it like Super Mario RPG, where you can pick which stat(s) gets a boost on level-up, then that would be another solution.
Also, slightly less on-topic, you can also have stat customization when characters first join the party, like D&D.
So anyways, no matter what, I don't think you should offer them as an unlimited commodity with a fixed price. If the price rises each time you buy one, or if there's a limited supply, then it's more acceptable. Or if, instead of an item, you just handle it like Super Mario RPG, where you can pick which stat(s) gets a boost on level-up, then that would be another solution.
Also, slightly less on-topic, you can also have stat customization when characters first join the party, like D&D.
I like the idea of having an element of choice in how your characters grow. You already utilize their strengths and weaknesses to your advantage, bringing the control over those strengths and weaknesses into that strategy can be fun.
That being said, sometimes requiring strategy in a battle can be overdone to the point that you don't know what you need to do to beat that freakin' boss. Similarly customization of skills can get out of hand by making the game dynamics too complicated or the game itself too easy. (as previously mentioned)
I liked the system in Sword of Mana, depending on how you leveled your character up, they took on a different class and thus different skills, but by the same token, I wasn't sure what was going to happen with the next choice. And I got confused in Seiken Densetsu 3 trying to get my party to learn new abilities without looking up what the prerequisites were. :/
I'm a fan of stat boosts per level and further customizability (:P) with accessories and equipment, with interesting spins on this it can be intriguing, but be wary that you don't overcomplicate any system you include in your game dynamics.
It depends how much control you want the player to have, and whether you want them to be left in the dark about what they're doing, or give them clear goals. FF10 let you see where you wanted to go and plan accordingly, whereas SoM leaves you a little unsure of where this stat boost could take you next (will I learn a spell? will I change class? is that my goal? oh look a health boost weee!).
In the end, I do agree that having a free reign over when and how much you stat boost can unbalance a game, some of the suggestions here are great ways to counterbalance this with control checks and goal orientated decisions. In the end its up to you, integrate your concept, give it a test run and see what you think.
That being said, sometimes requiring strategy in a battle can be overdone to the point that you don't know what you need to do to beat that freakin' boss. Similarly customization of skills can get out of hand by making the game dynamics too complicated or the game itself too easy. (as previously mentioned)
I liked the system in Sword of Mana, depending on how you leveled your character up, they took on a different class and thus different skills, but by the same token, I wasn't sure what was going to happen with the next choice. And I got confused in Seiken Densetsu 3 trying to get my party to learn new abilities without looking up what the prerequisites were. :/
I'm a fan of stat boosts per level and further customizability (:P) with accessories and equipment, with interesting spins on this it can be intriguing, but be wary that you don't overcomplicate any system you include in your game dynamics.
It depends how much control you want the player to have, and whether you want them to be left in the dark about what they're doing, or give them clear goals. FF10 let you see where you wanted to go and plan accordingly, whereas SoM leaves you a little unsure of where this stat boost could take you next (will I learn a spell? will I change class? is that my goal? oh look a health boost weee!).
In the end, I do agree that having a free reign over when and how much you stat boost can unbalance a game, some of the suggestions here are great ways to counterbalance this with control checks and goal orientated decisions. In the end its up to you, integrate your concept, give it a test run and see what you think.
author=Ratty524
So I'll reveal a little secret of mine: For the Summer Games competition I am making a game that is centered on customizing your party's stats. The stat increasing items are not like those Seeds of Mana that are hard to obtain, but are a commodity, allowing the player to increase each stat (HP, MP, attack, defense, spirit, and agility) to multiple levels within a short period of time.
My question is whether this is a good idea? Do you think players should be allowed to easily customize their party member's stats or not? Do you think there should be a limit as to how much the player can do this? Take Pokemon, for instance. You gain an "effort point" for every enemy you defeat, which alters your pokemon's individual stats, but you can only have 255 of these points per stat, and 510 effort points total, meaning you can't just max out every stat and blow through the game. My aim is to give players more control and personalization of their party members, but would this be the way to do it?
Items do work for shorter games. But for longer games, you'll want a custom system. Trust me on this. Items will take you through a 5 to 10-hour game, at best (probably more like 5 hours). Problem is, characters will eventually get so powerful that no enemies can even damage them with physical attacks (even if their Attack is set to 999, a defense of 999 will usually nullify most or ALL of the damage), unless you make it prohibitively expensive to buy them, in which case, you're back to the grinding problem again (or unless you make all the special attacks do fixed damage ranges, which makes Defense useless, and almost pointless to upgrade). Arguably, this is the hardest thing to do in a balanced game. So I'd just as soon go itemless, either way.
There are two general ways to do itemless stat customization that I know of.
You could go the Final Fantasy: Endless Nova route (an old RM2K game, also known as the FFII 2K system), where you just make a system that bases it off of your actions in battle, with boss fights giving out bigger bonuses. In this, you create common events that govern variables associated with each character's stats, as well as things like how much damage they took in a battle (HP), or how many times they attacked (Attack). If you escape from battle, there'd be a chance your speed would go up. This system takes about 1 to 2 hours of full attention to complete per character.
Or, you could create a customization kind of STAT system, where you get points (we'll call them SP) after battle, in lieu of experience. For a system like this, it helps if the battles aren't random (there are tons of tutorials on how to make roaming dungeon monsters). You could use common, OR in-game events to govern these, though common events work better; aka, the variable 'SP' can be better controlled if you use different 'levels' of 'SP Gain' to simulate the experience each battle would normally be worth (aka, increase the variable 'SP' by x amount). Then just make events based on who's in the party (ALWAYS have a switch for each party member joining; i.e. 'Joe in Party', and 'Mary in Party' would be two separate switches. This takes about 5 to 6 hours for a party of 12 characters. Just make sure you create alot of common events for the 'SP Gain', so you can balance the party with how powerful you want the enemies to be at each interval. The nice thing about this is you can set a hard cap on the character stats (say 255 for the non-HP/MP stats), and you'll eliminate the 'invincible party' problem that befalls many a game designer. Also, if you run into a problem with stats being too high, you can just make more 'SP Gain' common events to balance it out (and they take mere minutes to crank out).
The nice thing about these is that with clever use of the foreign keys, you can pull these off without having to make your own pictures.
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