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Button Mash - Forcing the player to use different skills
author=Einander
The way you're phrasing this sets off blaring alarms, because it sounds like it started at "man, I want my game to be tactical" and ended at "'tactical' means the player uses the right approach to solve a problem." That is distinctly the wrong approach to take as a designer.
There's a ton of ways to mitigate damage. You can use status effects or stat downs to weaken enemies. You can use defensive buffs. You can have one character set up as a tank and draw the fire. You can also combine the methods.
Tactics is about making meaningful choices. If you're always going to be one-shot unless you use Buff X, then there's no choice. You use it or you die. It rapidly becomes a tedious chore. "Press X to not die" in turn-based RPG form.
I'm excluding one choice, offensive, offensive, offensive, heal, repeat. That should still leave every other choice intact. Also, very little one-shots you.
Why should simply healing it away not be an option, for example? Sure, it might mandate that you pick tougher party members, or that you wear heavier armor. Sure, it might be harder. That's fine. You can offer secondary choices that are worse for the player. But why should you work to eliminate it entirely as an option? Does it offend you that players might not play the game "the right way"? Because if that's the case, then you need to think very, very carefully about what you're trying to do here. It's a game, not a movie.
Well, you can't choose your party in my game, but you can give all of the members a defensive setup if you wish. However, if you do so, it means your damage output suffers. You take less damage per attack, but enemies get more attacks since they now live longer. In the end you take about as much damage as you would with an offensive setup and will run dry on healing.
Also, how would you go about making it so that just healing is possible, but harder than using another tactic? If you just heal it out, it means you only need to keep track on when you have to heal. If you use any other tactic, you have to keep that other tactic in mind, but you probably also end up having to heal anyway at some point, so you also need to do that. Any other tactic seems more complex than just healing it out.
Button Mash - Forcing the player to use different skills
I'm trying to implement a rather simple idea to get people to use defensive skills. It works like this; if they only use offense and healing and don't use any damage mitigation skills, they get a game over. Enemies will kill them, either by overwhelming them or by eating trough all healing.
Another method I have is to give the enemies different defenses. Currently, most enemies have either high defense or high evasion. Attacks and weapons that are suitable for one type defense usually fares worse against the other type of defense. I need a few more defensive methods though.
Another method I have is to give the enemies different defenses. Currently, most enemies have either high defense or high evasion. Attacks and weapons that are suitable for one type defense usually fares worse against the other type of defense. I need a few more defensive methods though.
rpg vx how do I change my hero's walk speed?
You can do that with events. Choose "Set Move Route", choose to set the player's move route and then choose "Change Speed" and set it to whatever speed you want.
Button Mash - Forcing the player to use different skills
People have mentioned thinking in boss fights, but one thing that I've noticed is that a lot of the thinking is almost immediate. I notice two characters need healing and almost always I can decide who or which will do the healing before I even get to make the choices. Even in situations where more than one character can accomplish a needed task, you usually have an order of preference. If something interrupts that order, pick the next one on the line. The most simple example of that is that you want to heal, but white mage have to refresh the defense up buff, so you let thief use a potion instead since he's faster than fighter and black mage and also deals less damage anyway.
In those cases, you can make the decisions as the situations arises. Unless you need to think forward more than one turn, chance is you wont actually have to stop and think for more than a second or two, if even that.
If you're afraid that forcing people to think on every random battle makes them boring, then try this; make it so that the player has to change up his tactics for every battle, but make the decision process simple enough so that the player can make those decisions while the animations play out and don't have to stop and think when it's time to issue commands.
In those cases, you can make the decisions as the situations arises. Unless you need to think forward more than one turn, chance is you wont actually have to stop and think for more than a second or two, if even that.
If you're afraid that forcing people to think on every random battle makes them boring, then try this; make it so that the player has to change up his tactics for every battle, but make the decision process simple enough so that the player can make those decisions while the animations play out and don't have to stop and think when it's time to issue commands.
The myth of games as escapism
I don't believe this, and would be surprised if many people here did, honestly. One of the links I gave in the article was to OCRemix.org, as an example. All those amazing compositions were inspired by games. And there have been tons of studies to show that kids are often more receptive to real-life lessons if they are able to interact with the information through games. The entire educational games market wouldn't exist if your statement was true.
I remember playing an educational game where at one page I got the task of choosing the adjectives among a lot of words. This happened before I learned that at school. Fortunately, the game gave me a short description of what an adjective is. However, I ended up paying no heed whatsoever to the fact that the game asked me to pick an adjective and instead focused on the description the game gave me. Every time I got to that page I would skip the headline that said adjective, skip the first sentence that said "On this page you must pick the adjective" and jump straight to the description of what I was supposed to pick. Reason being that the fact these words are adjectives was irrelevant to beating the challenges while the description I was given helped me.
Later when I was learning grammar at school, I didn't made the connection between that educational game and what I was currently learning. The only reason I even know the educational game asked me to pick adjectives on that certain page is, because a few years later, I looked back at the game. Then I went "oh right, I was supposed to learn what an adjective is!"
That said, I admit I was exaggerating when I said that games only inspired me to make games. Still, I don't think I'm wrong when I say that games mainly teach about games. For example, I think soccer teach you more about soccer than it teaches about diligence or whatever else you think the game could teach you that isn't strictly soccer.
The myth of games as escapism
The only thing video games ever inspired me to is to make games. A lot of videogames teach about value of life, the importance of friendship and whatever. Despite those subjects existing in real life as well, they rarely if ever translate well from fiction to reality. That's is even if the writer deal with those subjects competently, something that's usually not the case. However, I can look at various design choices and figure out why they worked or didn't work. Then I can apply that knowledge to my own creations.
Games teach and inspire mainly about games, not real life. Inspiring people to conquer their real life problems sounds very hard. Inspiring them to do that with the same vigor as they conquer videogame problems is almost impossible.
Games teach and inspire mainly about games, not real life. Inspiring people to conquer their real life problems sounds very hard. Inspiring them to do that with the same vigor as they conquer videogame problems is almost impossible.
What are your best time savers and shortcuts?
Boss Design Theory
author=Darken
No this guide isn't very good. You've managed to write so much and say very little. When you aren't repeating points into tldr oblivion you're usually talking about stuff someone who played an RPG more than once would know about.
Really? In at least 80% of the RPGs I've played, the tactics used in battles are almost only heal when needed, otherwise use your best offensive move. Most boss battles tests nothing else than your ability to judge when you need to heal.
Or maybe you think that most game designers do know that bosses are supposed to test more than the ability to heal, only they can't figure out how to accomplish that? You may be right and if so, I admit that this article isn't that much of a help. Still, I think this article could be a good ground for a follow up article that explain how you accomplish this stuff.
Working around cliche? Writing discussion..
author=calunio
Well, the fact the something's been done before doesn't make it a cliche. I'd say cliches are more like things that have been done many times before, and they're in the game because of some "collective unconscious effect", not out of inspiration.
Right, usually when people say cliché, they mean trope. Sometimes things that aren't even tropes, just conventions, is called cliché.
Anyway, I just assumed that we were talking about tropes and not clichés. If we really are talking about clichés, then change my answer of "I do not concern myself to much if it's a cliché as long as it makes sense" to "If I notice it's a cliché, I will most likely modify my writing and sometimes even completely rewrite it".













