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Game Design: Riyu the Hero

  • hedge1
  • 06/24/2017 01:05 AM
  • 2357 views
In case you missed the prior posts in this series, you can find them here:
Alex the Black Mage
Van the Warrior

As part of my continuing exploration of the characters of Crystals, today I’ll be discussing Riyu, the leader and primary protagonist of the first game. Despite Riyu’s design still being in development, I felt it was important to wrap up discussion on the trio that you take through the first three dungeons of the game (Riyu, Alex, Van).


Riyu the Hero

Design

Riyu Rovgrex acts as the protagonist of the first game, and is therefore forced into your party throughout. This brings with it a special set of concerns for his design. Namely that he:
- Is relevant throughout the game.
- Displays a reason for others to follow him (to explain why Riyu is the leader).
- Is fun to play.
- Has a play style unique from other characters.

There are a couple common tropes for leaders in video games that I considered but ultimately rejected for Riyu’s design. My personal favorite hero trope is the knight: the strong, tanky, physical fighter. But Van is already the early game tank and Riyu’s character always struck me as more swashbuckler (his father is a pirate, after all). Another option is what I call the “omni-warrior,” or jack-of-all-trades. However, such characters risk being a “master of none” and serve little value to your party. I could make Riyu simply a master of all (an option I am generally not opposed to for game protagonists), but viability between characters is an important objective for Crystals, and “master of all” would go against that. The final option I call “customized,” which means the player can choose a path for Riyu to master. If Riyu were to be the protagonist for all future games, “customized” would be the obvious route to take. However, a new character will take over the protagonist role for the second game, and her design is less flexible. This creates imbalance that is not beneficial for the overall structure of the series. Therefore, “customized” is rejected as well.

In the end, Riyu is constructed like most any other character, with slight favoritism towards versatility and durability. The source material offered little in the way of Riyu’s character, mentioning only he wielded a sword, was often overly emotional, and was trained by his father. As a result, a large chunk of Riyu’s design is born from his initial creation in the Crystals demo.

In the demo, since Van and Alex were obviously not healers, Riyu was given that role. Riyu was also in-between Van and Alex in terms of attack power and durability. And to give Riyu some prestige in the group, I gave him a very powerful ability that one-shotted most enemies, but due to MP constraints could only be cast once initially. These three concepts ended up forming the backbone of Riyu’s design today.

Skills and Abilities

Riyu’s primary skill-set is Technique, which provides him slight healing powers for the early game, some situational skills (such as one which helps him cut through high defense enemies), and some inefficient but high damage abilities. Technique is intended to be situationally appropriate and not for general use, given Riyu’s small MP pool.

Riyu’s active is Boost. Boost increases Riyu’s strength by 300% for a single turn. On average this increase will double Riyu’s physical damage, but due to how the damage formula works, it is more effective with high damage abilities and less effective with low damage abilities. Combined with the inefficient but high damage abilities available via Technique, Boost makes Riyu a character who thrives in the difficult all-out matches. Indeed, even in the demo, Riyu’s ability to quickly dispatch a troublesome enemy is invaluable.

Riyu’s secondary skill-set is Cook. I am borrowing a food mechanic from Tales of Phantasia, where walking consumes food and slowly heals the party. To give the various grocery items more purpose in-game, Riyu can consume various grocery items in exchange for moderate in-battle effects. These vary from healing to buffs to damage, and balanced by their gold cost. When Riyu is looking to conserve some MP, Cook is a great alternative. Cook also gives a nod to the role he played in the Rovgrex household in the absence of his parents.

As mentioned, I am still finalizing Riyu’s design (and will likely continue to do so until I can play test him in-game). One notable absence in his kit is a passive. His planned passive was Synergy: Riyu deals extra damage to targets recently damaged by an ally (damage over time or self-inflicted does not count). I am always trying to build story into gameplay, and this passive had great potential. However, synergy was rejected because it fundamentally changed how one plays the game, which was too obtrusive to have on a mandatory character. I hope to repurpose Synergy on an optional character later.

Scan (reveal monster stats) was another ability rejected from Riyu, this time because of the protagonist switch in later games. I have not decided on how best to repurpose Scan, though it will likely be some in-game item that anyone can use rather than restrict it to a specific character. Scan may also disappear from the game outright.

Story

Riyu is a bit emotionally unstable, sees himself as a failure, and constantly looking for meaning in life. He regularly objects to actions taken by his older brother Alex, yet can’t bring himself to do anything meaningful to intervene. Similarly, he has deep seeded unhappiness towards his father for abandoning them, yet continues to respect his father’s teachings and look toward them for guidance. Ultimately it is Riyu’s desires and ambition that drive the main storyline.

Another characteristic of Riyu is the sword Excalibur, which was gifted to him by his father many years ago (apologies for the name Excalibur – it is, unfortunately, from the source material). His father also trained Riyu in the art of sword fighting using Excalibur, but despite hinting at the sword’s importance, Riyu’s father never provided details or concrete direction as to the sword’s use. This seems like as good a time as any to remind everyone that the subtitle of the game is “Legend of the Sword.”

In normal game play, Excalibur is heavy and weak, forcing Riyu to choose other weapons in battle.

Posts

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very interesting and very insightfull, i like the direction you are taking this character in, if i may i would like to sugest a passive ability, morale, it increasses the damage he deals for one turn if he has buffed an ally in his previous turn, this counts for any positive efects he uses, such as healing, not just lasting efects.
that would reflect his "do gooder" nature as well as his tendency to need confirmation that he is doing good, and it creates an incentive to use buffs on allyes, even if those arent very strong buffs, just so long as they are usefull buffs they are worth using if the situation calls for it, that way you dont have to make his buffs too strong for their cost just so players feel like its worth using them.
of course the increasse in damage cannot be too high, otherwise players will always alternate between an attack and a buff just to take advantage of this passive, and that is not its porpouse.
author=SoulAuron
very interesting and very insightfull, i like the direction you are taking this character in, if i may i would like to sugest a passive ability, morale, it increasses the damage he deals for one turn if he has buffed an ally in his previous turn, this counts for any positive efects he uses, such as healing, not just lasting efects.
that would reflect his "do gooder" nature as well as his tendency to need confirmation that he is doing good, and it creates an incentive to use buffs on allyes, even if those arent very strong buffs, just so long as they are usefull buffs they are worth using if the situation calls for it, that way you dont have to make his buffs too strong for their cost just so players feel like its worth using them.
of course the increasse in damage cannot be too high, otherwise players will always alternate between an attack and a buff just to take advantage of this passive, and that is not its porpouse.

on second thought, this seems a bit too similar to alternator, it may be a good thing since those tow are brothers, but in case you feel its a bad thing then i would like to present an alternate way for this passive to work, whenever he uses a positive efect on an ally he gains a morale stack, theese stack untill the end of the battle, and each of them increasse the damage he does and reduce the damage he takes by 5%(or another small percentage of your choice) but in the end of the battle all stacks of morale are consumed and have a chance of restoring one life point to Riyu, the more stacks you had the bigger the chance, of course there should be a maximum amount of stacks you can acumulate, the number would depend on what values you decide for the ofense and defense bonuses as well as the life point recovery chance.
Thanks for the ideas! I like them!

Morale is really useful for Riyu because, to keep him balanced, his support abilities are generally inferior to support abilities on other characters. A less politically-correct statement would simply call them bad. Though the strategic lens simply says that during battle Riyu often has something better to do than buff or heal his allies.

Morale won't increase the power of his support abilities, but they will make it less detrimental to use them in battle without making them more useful directly. This keeps Riyu from overshadowing more specialized supports while making it less punishing to take advantage of Riyu's versatility.

However, there are two problems with Morale.

First, I preferred the idea of making the buff small and sustained. But any sustained buff on Riyu is potentially extremely powerful due to him being able to combo it with Boost and then one of his high damage Techniques. And if I make it a one turn buff, it is mechanically identical to Alternator. Worse, a one turn buff means Riyu would start boss fights alternating between buffs and attacks, just like Alex.

Second, Alternator is not the only passive Morale resembles. Luna's (the healer) passive restores some of her HP when she helps other characters. So both Riyu and Luna will be helping others to benefit themselves.

Maybe I'll change how Boost works for Riyu and make the Morale buff last multiple turns. Boost could, for example, remove any other buffs first, or simply "cover up" other buffs while active rather than stack. Boost could even consume buffs for extra benefit, making Riyu's full combo three turns long rather than two. I'm not sure though.

For your reference, as I think about Morale I'm thinking of the following use cases:
  • Riyu using Cook during a regular fight to buff a specific character (such as Alex) to take advantage of some weakness in a higher level monster.
  • Riyu using Cook during a surprisingly difficult regular fight, in an effort to preserve resources (namely HP and MP) elsewhere.
  • Riyu healing during a regular fight because someone is low on HP.
  • Riyu using Cook at the beginning of a boss fight. I expect this to be a standard play, and may involve Riyu providing buffs over multiple rounds before he finally attacks.
  • Riyu using Cook or healing for a single turn during a boss fight, mostly as a last-ditch effort to save someone or win the fight.
  • Riyu using Cook to buff himself.
  • Riyu using Cook or healing simply for the Morale buff. This is the use case I would like to avoid.


I will have to think about this more, but those are my thoughts for now.
thanks for the feedback, and regardlees of wether or not you decide to use this passive or a variation of it i am simply happy to be of use, i originally wrote this thinking of how other games tend to give early game characers weak suport abilities to help you early on but have those abilities become useless when you get a dedicated suport, so i was thinking of ways to avoid that.
anyways i wish you luck with this game, cant wait to see what you make next!

something i thought of to do with boost is that you could make it so that it gives you a flat amount of strength based on Riyus level, but also makes him ignore part of the oponents defense, making it so the increasse in raw attack power isnt so great, but its really usefull against oponents with high defenses or especially that can boost their own defenses somehow, this makes it usually less overpowered if it stacks with lots of bonuses from morale, as its only too strong against oponents with unusually high defense, in that case you could perhaps change the name boost to something like justice or whatever, if you feel the old name doesnt suit the ability anymore, well, just a thought.
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