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Interaction and Characterization in Combat

  • Sviel
  • 05/20/2014 11:43 PM
  • 1535 views


Right off the bat, I want to make clear that Characterization in Combat does necessitate nor include a Barrage of Textboxes. Characterization is, simply, the things that allow the player to get to know the character. It's a wide category and is certainly no stranger to combat, but bears discussion nonetheless.

I stated earlier that a player should be able to get to know a game's characters purely through combat, or w/e the main gameplay asset is. There some games that do this well, like Tales of Symphonia's with Lloyd Irving. All of his skills have rather aggressive names (Sword Rain, Tiger Blade, Demon Fang) and every action he takes drips with brash, reckless fighting. Sure, he has some voice lines mid-battle, but his swords do most of the talking. Final Fantasy 6 took a different route and gave each character a unique skillset. I haven't touched the game in a decade and still remember Sabin as 'that blitz guy.' Granted, it's not as complete as the Lloyd example, but it was never intended to be as the differing visual capabilities made that all but impossible.

In Whisper, the small cast once again allowed me to focus on this area. Each character has unique strengths and skills that highlight their background and their Zoid. They also have pronounced interactions with other characters that are best explained via examples.

The Holy Triangle of Heal, Tank, Spank is so prevalent because it turns individual characters into a cohesive team. I'll explore its pros and cons later, but note that it was the basis for combat in Whisper, despite my ultimate rejection of it. For example, take Adele, the simplest character. She fills the familiar Glass Cannon role, dealing high damage at the cost of frailty. She can benefit from Pana by receiving heals, a defensive boost, a quicker action or more. Juno can help her by drawing enemy attention or otherwise hindering them. Christopher has a more explicit interaction as he is able to increase her damage by linking attacks with her. None of these are essential to her function, but rather enhance it.

There is never a situation where two characters look at one another and have naught to say but, 'you do your thing and I do mine'

Next time, I'll dive into the Holy Triangle.

Posts

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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 would really love to hear examples of how you're doing this kind of stuff. How about an in-depth analysis of one of the characters and how his/her skills interact with the rest of the party, and the creative process behind how you chose each of those effects, as a future blog post?
unity
You're magical to me.
12540
I know almost nothing about Zoids, but I'm very interested in game just on the merit of the way you're describing combat reinforcing characterization (Not to mention a new cast would allow me to get into it without knowing the source material, probably XD)
author=LockeZ
I would really love to hear examples of how you're doing this kind of stuff. How about an in-depth analysis of one of the characters and how his/her skills interact with the rest of the party, and the creative process behind how you chose each of those effects, as a future blog post?


At the moment, I'm not giving specifics because everything is subject to change over the next month. I'm luring people over with promises of pizza and fun times to make sure through testing that I've been at least somewhat successful. Just yesterday, I made some major changes to two of Juno's skills because no one really used them, despite saying they felt useful. If I have to completely rework a character, I really don't want to have to explain away a blog post on them.

Though, in the last two weeks before release when things are more solid, I'd be happy to go in-depth with each character.

author=unity
I know almost nothing about Zoids, but I'm very interested in game just on the merit of the way you're describing combat reinforcing characterization (Not to mention a new cast would allow me to get into it without knowing the source material, probably XD)


Zoids are so niche that making sure non-fans had a smooth ride was a main priority. That's why I didn't want to try to work in the maddeningly splintered political canon.
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'd still love to see some of the works in progress, as I'm sure would other people. You might get some feedback that would help you improve them. This entire website is full of people trying to help each-other design and refine their games. It's pointless to work in a vacuum!
That's true, though I expect people here would have better feedback, so I want to make sure I get rid of the obvious stuff first. I'd hate to make dumb mistakes and get feedback on those; rather, I want criticism of my best.

That said, it's probably still a good idea to start sooner rather than later...I'll see about posting something after the weekend.
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