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Game Design Discussion of the Week: Status Effects
This is a good topic.
I'll put in my two cents and say that in my opinion, it's not only the types of status effects you or your enemies can produce, but how you can use them to make the player think more tactical about the way they are battling.
IE:(This is an actual example from my project) You're party is overpowered by a high level monster that if attacks you, you're probably going to or suffer a world of hurt. While most player will think that increasing your level will help in this occassion (Which it will), there's a way to kill it at your current level. A poison/paralysis combo will do the job nicely in this situation. Which obviously immobilizes the foe for a few turns while its Hp slowly diminishes. Repeat the paralysis apell several times and you just took out a level 12 monster at level 6. =)
IE2:You're up against a boss that is resilient to weapons. You cast your magics on the enemy until it uses a total attack skill that both poisons and berserks you. This boss also ONLY uses magical techniques. Combine that with its very high level defense and the fact that berserk is only healed by a physical attack or item/spell, and you're screwed. It doesn't matter what level you're on, if he lives long enough to get off this combo and you don't have berserk protection, you can't win. (Good idea for a bonus boss... a little too difficult for a manditory one)
You can use small little combinations like this to make good use of status effects without having to create some complicated "Disease" condition or something that the player won't even remember.
I'll put in my two cents and say that in my opinion, it's not only the types of status effects you or your enemies can produce, but how you can use them to make the player think more tactical about the way they are battling.
IE:(This is an actual example from my project) You're party is overpowered by a high level monster that if attacks you, you're probably going to or suffer a world of hurt. While most player will think that increasing your level will help in this occassion (Which it will), there's a way to kill it at your current level. A poison/paralysis combo will do the job nicely in this situation. Which obviously immobilizes the foe for a few turns while its Hp slowly diminishes. Repeat the paralysis apell several times and you just took out a level 12 monster at level 6. =)
IE2:You're up against a boss that is resilient to weapons. You cast your magics on the enemy until it uses a total attack skill that both poisons and berserks you. This boss also ONLY uses magical techniques. Combine that with its very high level defense and the fact that berserk is only healed by a physical attack or item/spell, and you're screwed. It doesn't matter what level you're on, if he lives long enough to get off this combo and you don't have berserk protection, you can't win. (Good idea for a bonus boss... a little too difficult for a manditory one)
You can use small little combinations like this to make good use of status effects without having to create some complicated "Disease" condition or something that the player won't even remember.
I see a lot of familiar faces here.
Hey I'm Dis, from GW. Just signed up today.
I'm 21, male, and a sucker for Rpgs. (My favorites are the old schools, currently playing FF6 Adv.)
I also use Rpg Maker 2003, and am working on the project "Forgotten Origin".
My general interests are chess, sports cars, my project, females, and mary jane.
Anyway, I'm happy to be a new member here at RMN. :)
I'm 21, male, and a sucker for Rpgs. (My favorites are the old schools, currently playing FF6 Adv.)
I also use Rpg Maker 2003, and am working on the project "Forgotten Origin".
My general interests are chess, sports cars, my project, females, and mary jane.
Anyway, I'm happy to be a new member here at RMN. :)