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Sideview: Turnbased or ATB?
author=elipswitch
EDIT: There is one way to actually make players act faster in CTB battles. And that's by adding a time limit per character's turn.
But... why would you want to do that in a RPG? Are there actually players who complain about having too much time to choose their strategy, or about button mashing not being encouraged enough?
Boss Battle Design Contest - Knowledge is Power
Sideview: Turnbased or ATB?
author=Pyrodoom
Sure it doesn't give you enough time for strategy, but at least it will allow you to make a better strategy than a turn-based battle does with the turn-based restrictions!
Huh... I don't think you could contradict yourself any more than this. °°
I think fast ATB fail at "simulating" anything.
Sure, in real battle time goes on, but in real battles I don't need to go through 3 menus to punch someone in the face.
The fact that time stops when you're selecting your move is more realistic, because usually your characters are competent enough in battles that they would make this kind of decision instantly.
If you want a fast-paced ATB, you should change the interface: maybe a simple system where you have about 4 options avalaible at any given time, each one tied to a button, and a "pause" feature where you can view what each option does (fighting games give the player the possibility to pause the game and look at his move list too).
Whole World or Not
The idea in itself isn't bad, but it creates two problems:
- The plot: if the side missions are related to the plot, but the player is not required to complete all of them, you'll have to take this into account during the next "main storilyne" mission.
For example, the major mission could change depending on if the players discovered the secret passage for the villain's lair in a side mission or if they chose to do something else instead.
- The difficulty: if the side missions are to be done in any order, they have to be about the same difficulty. And if the player gains exp by doing them, this means they'll get easier as he goes along.
A suggestion: instead of giving exp/equipment as a reward, make the changes in the major mission be the reward.
For example, let's say the next major mission is infiltrating into the Villain's Palace: a side mission will give the player a key for a treasure room inside the palace, another one will allow him to kill the villain's henchman so he won't be botered during the main mission, another one will gain him the trust of the townfolk who will cover for him, another one will make the villain dispatch part of his mooks to somewhere else...
- The plot: if the side missions are related to the plot, but the player is not required to complete all of them, you'll have to take this into account during the next "main storilyne" mission.
For example, the major mission could change depending on if the players discovered the secret passage for the villain's lair in a side mission or if they chose to do something else instead.
- The difficulty: if the side missions are to be done in any order, they have to be about the same difficulty. And if the player gains exp by doing them, this means they'll get easier as he goes along.
A suggestion: instead of giving exp/equipment as a reward, make the changes in the major mission be the reward.
For example, let's say the next major mission is infiltrating into the Villain's Palace: a side mission will give the player a key for a treasure room inside the palace, another one will allow him to kill the villain's henchman so he won't be botered during the main mission, another one will gain him the trust of the townfolk who will cover for him, another one will make the villain dispatch part of his mooks to somewhere else...
Game Mechanics and Pacing
author=DarkenMostly yes; it was an exxageration. But it's true that I really cannot see why people like it at all, and I assure you I tried hard. Still, it's way off topic and I guess it was wrong of me to post that comment at all.
Are you joking?
Game Mechanics and Pacing
author=SolitayreStill, you seemed to set up that scene as some kind of climax; not for the whole story, but for a storyarc.
Baron Nefarious probably isn't the final boss in the scene as described above. The point of this scene is that Nefarious is a challenge, but not hard enough to actually kill the player and ruin the scene.
And I think making a "plot" climax coincide with a "gameplay" anticlimax would greatly hurt player immersion, as LockeZ said.
(I never quite got the difference between Yume Nikki and a bunch of .png files tied to a random number generator. But that's probably just me.)
Town-Dungeon-Town(The ever exhausting formula)
author=Murray
They kind of dropped the ball at the end of the game though. The "Last Dungeon" is about as long as "Halfway Dungeon" in terms of gameplay, but it feels much more boring because all it offers is battles, whereas "Halfway Dungeon" had TONS of memorable NPCs to talk to
This is a syndrome very common in RPGs. They tend to resolve all plot points just before the final dungeon, leaving the player only the last mission of kicking the final boss' ass. That makes for pretty unremarkable final dungeons (and in the worst cases, the final boss itself seems like a post scriptum to the real climax of the game).
Free Action Burst Battle System (FAB/BS Discussion)
author=Craze
As for "interrupts," um, =/.
Yeah, I know, it was a random idea. I tried to come up with other ways to spice up a bit the "enemy phases" (mostly as a thought exercise), but I don't think it can be done without undermining the system itself.
About characters, you said the game would have an artificier and his constructs as party members, for a total of ten characters with diverse skillsets, so still a high level of complexity.
Maybe the player could get/create them one at a time, spending at least a couple of battles after every "new entry" in the team, with a longer "training time" between having five and six members? °°
Game Mechanics and Pacing
author=Darken
I feel Soli is part of the camp where everything needs a quest marker location/log thing and an NPC going "HEY YOU NEED TO GO HERE, HEY YOU STUPID, GO EXACTLY NORTH AND WEST, DO YOU WANT ME TO REPEAT THAT?" TUTORIAL TIP: TALKING TO NPCS WILL HELP YOU GO WHERE YOU NEED TO GO.
You are strawmanning him a bit.
Sure, the player doesn't need an NPC saying "You must go east for 327 steps to reach the Cave of Flaming Ducks", but an NPC saying "You could go east for about three hundred steps, if you need some flaming ducks" is always a good thing.
And, as Craze said, developers do use landmarks as a subtle way to guide the player around; they're not just there to prevent accidental backtracking. It's like a even milder version of the NPC I mentioned before.
(A visible pyramid in a wasteland is like an NPC saying "Hey! If you come here, there will be interesting things!")
Game Mechanics and Pacing
author=SolitayreBetween this and the quote in your profile, I now imagine this article being read by GLADOS.
You monster.
Anyway, I 95% support this article.
The only thing I don't agree on is the fact that Barion Nefarious not being strong actually works against the pacing of the scene. I mean, heroes don't prove they're badasses by only bullying mooks; they have to defeat other badasses.
So, you can give the player his power trip by making him curbstomp the mooks, then he can become a real badass by defeating the actually dangerous boss.
(And you put a checkpoint just before that, because it's true that boss battles immediately after cutscenes are bad)
The only ways I can see Baron Nefarious being weak as a good move would be if he were a really minor villain and/or if the protagonist/player already had to overcome the main difficulties of the quest and the "wedding" scene is just falling action.
An example of the latter: Baron Nefarious threw the protagonist into the Pit of Progressively Stronger Random Encounters, but he emerged victorious from the horde of monsters and he became strong enough to curbstomp the villaing against who he couldn't do anything before. In this case, the real "difficulty" is the Pit, and kicking Nefarious' ass is just a way to give some sweet regenge to both the protagonist and the character.
But Baron Nefarious isn't a joke villain and if you build up the "wedding" scene as the last showdown with him, then it being easy will just be disappointing.
Also, if you want the fight not to be dangerous, I think making Nefarious a gimmick boss would actually not ba a good idea: usually, during normal battles it takes a series of errors to lose; if you screw up on one turn, you have the opportunity to make up on the next one. In your examples, on the other hand, if the player makes ONE mistake (even just pushing the wrong button at the wrong time) during the turn immediately before/after the Gimmick Boss Attack, he has no hope of surviving.
Rather, if you want to make the battle easy, make it easy.
Baron Nefarious just cowers when it's his turn, or maybe attacks with a wimpy animation for 1 point of damage; maybe he tries calling other easily dispatched mooks (which after a while won't even come, after having seen what the protagonist has done to their comrades).
Make him shed all the "dangerous villain" act he put up when he had an army of mooks who protected him. Make him cry and whine everythime the protagonist attacks him. Make him try to bribe the protagonist with laughable offers.
If the battle is not supposed to be a equal fight but just a chance for the player/protagonist to vent his rage against the guy who made him suffer, go all the way with it.
Anyway, the rest of the article points out a lot of "less-obivious-than-they-seem" common mistakes. I like it very much.
(I hate when random chance is used too much myself, but Kentona makes some good points.
I'd say random chance has its places in RPGs, but it's very annoying when it's used outside of these places.)













