SAILERIUS'S PROFILE
Something happened to me last night when I was driving home. I had a couple of miles to go. I looked up and saw a glowing orange object in the sky. It was moving irregularly. Suddenly, there was intense light all around. And when I came to, I was home.
What do you think happened to me?
What do you think happened to me?
Search
Filter
J.E. Sawyer (designer: Fallout, Icewind Dale, Pillars of Eternity) on Turn Based Combat
author=Feldschlacht IV
[author=Nova
So, essentially, turn based combat allows for more planning and elaborate execution of different tasks than real time combat does, and so more effort should be put towards being able to do a more variety of actions, rather than rely on supermoves to blow away opponents.
I agree on this, turn based should be more of a culmination of player planning rather than being able to swiftly end things one way or the other!
This is kind of a mischaracterization of real-time combat. Yes, it's possible that real-time combat suffers from those problems, but only when it's poorly-implemented. Turn-based games often succumb to problems of their own when they're poorly-implemented. It's not really productive to talk about design paradigms in the context of assuming they're not done well.
For instance, the article gives the example of MOBAs for why real-time games require physical dexterity instead of tactical thinking, but that's a failure of those specific games to focus on a pace of gameplay in which action doesn't unfold faster than you can think and react (for that reason, I'm a strong advocate of real-time games always having a battle speed setting that players can adjust).
I don't really think there are more tactical options afforded to you in turn-based combat so much as there are different ones. The games I've played with the deepest gameplay have all been realtime. Rather than asserting that one is better than the other, it's probably a more productive (and interesting) conversation to compare and contrast what you can do in one versus the other and what design affordances to consider when choosing between turn-based vs continuous gameplay.
The notion of randomness is a good one, because it's intended to be a turn-based simulation of the chaos that's inherent in real-time gameplay. You shouldn't need randomness in a real-time game because that degree of success can be modeled in a physically intuitive sense through the fact that your attacks need to connect with the enemy's sprite/model.
What are you thinking about right now?
author=Ratty524author=SaileriusSomething going on? :(
Cancer sucks, man. :(
A couple people in my family were diagnosed this past year and it's been pretty rough. My mother's been going through chemo and didn't want me coming home for the holidays because she didn't want me to see the state she's in.
It's one of those things that you hear about from other people and you envision it as being this tragic, dramatic turn of events but after the initial shock, it just becomes normal, and you just come to accept that everything sucks and there's nothing you can do.
What are you thinking about right now?
Health bars in RPGs: an actual game design discussion
As a player, I can't imagine playing a game that doesn't show me health bars, although it's less a matter of what it adds or removes to the gameplay and more about usability affordances. If I start fighting a boss and I see that my attacks aren't chipping much damage off its HP, then I know I'm in for a long battle and sometimes, I just don't have the time or energy to commit to a long boss fight, so I put the game down until I have the time to get through it.
As a designer, I don't see any reason to hide information from the player if it would be useful, because all you're accomplishing is making the player roll their eyes and look it up on their phone. This is especially true if you have a mechanic that makes it cost the player something to look this information up (such as spells or consumable items that reveal HP).
As a designer, I don't see any reason to hide information from the player if it would be useful, because all you're accomplishing is making the player roll their eyes and look it up on their phone. This is especially true if you have a mechanic that makes it cost the player something to look this information up (such as spells or consumable items that reveal HP).
ss_star_4battle.png
One thing I find strange is the smoothness of the gradients in the meters as compared to the very pixellated look of the sprites and font. I think it would look more consistent if the meters had a flat color.
How did we do it? (A discussion on the new generation's expectations with games)
author=InfectionFiles
A lot less expectation back then, too. And that kinda applies to a lot of entertainment in general.
Kids play COD and Halo now so it's extremely difficult for them to regress to older games!
It's like Pizza said with Fallout 1 & 2 for PC. After playing FO3, NV and now Fallout 4 it's hard for me to go back and enjoy or get into those games that I used to like.
That's especially true of RPGs. In the recent rereleases of earlier FF games, Square-Enix has listened to fan demands and added the ability to turn off random encounters. I saw an article the other day about how Dragon Quest... 7, I think? (I don't follow the series) is finally being released in the west and they're also cutting out the random encounters.
The more time goes by, the more games there are whose mistakes developers can learn from. If you grow up used to the high quality of game design that's ubiquitous today, I can only imagine how difficult it must be going back to primitive games.
How did we do it? (A discussion on the new generation's expectations with games)
There are so many games now. There are so many free games that you could play them for the rest of your life without ever spending a dime on a game that costs money. Steam sales have devalued games to near-worthlessness as so many people own more games than they will ever play.
As a result, hooking the player right off the bat is more important than ever before. If it takes too much effort to learn how to play your game, I have two thousand other games in my library that I could play instead. I don't care how good you promise me your game is, I own so many games and have so little time that if it's not engaging from second one, I'm already thinking about the other games I could play that might be more fun.
Oldschool games often rely on frustrating you into learning how to play by not allowing you to progress until you figure certain things out but without ever outright telling you how to do them. That might have flown back then, but annoying the player nowadays is a recipe for getting your game uninstalled.
As a result, hooking the player right off the bat is more important than ever before. If it takes too much effort to learn how to play your game, I have two thousand other games in my library that I could play instead. I don't care how good you promise me your game is, I own so many games and have so little time that if it's not engaging from second one, I'm already thinking about the other games I could play that might be more fun.
Oldschool games often rely on frustrating you into learning how to play by not allowing you to progress until you figure certain things out but without ever outright telling you how to do them. That might have flown back then, but annoying the player nowadays is a recipe for getting your game uninstalled.
How to know if your game is interesting and if your intro is good?
author=DarkenI would argue that, even if you're trying to make a game just for pure fun and entertainment, every game is making some statement about society, whether or not you intend it to, so the onus is on the creator to distill what their gameplay/story is saying and ensure it's a message they want to tell. For instance, almost any JRPG where you can overcome challenges by grinding is in some way conveying a theme about hard work, determination, bootstraps, etc; that genre of gameplay inherently reinforces a libertarian-capitalist worldview where the worth of a person is judged by how hard they work.
Idk if every game should be Planescape Torment. You're talking about a specific direction that probably wouldn't apply to say... Megaman Legends where all it's trying to do is create an inviteable charming world and nothing more. I think it's better to phrase it in such a way that the entire game's concept is established at the start of the game so that you're not confused. The concept being whatever feeling (simple or complicated) you want to convey throughout the game. (A sense of adventure, an intricate thinking experience, a mysterious horror or even a relevant societal theme like you mentioned).
...But that's probably a discussion for a different thread and I agree with the spirit of what you're saying.
Also Re:MGSV, I was talking specifically about the hospital bed part and not the tutorial as a whole.
How to know if your game is interesting and if your intro is good?
author=djbeardo
One common complaint I see on here is that people generally don't like games that start with draggy cutscenes or weirdly long tutorials. Of course, if your game is more of a visual novel, it's going to be all cutscene... so that advice may not help. But I would give the player an opportunity to do something quickly after the game starts.
Also, if your intro does start with a cutscene (even an exciting one), be sure things are spelled correctly and the attention to detail is generally high. If there are hitches, typos, dead events, wrong busts, etc., people will tune out.
That's generally true but if the intro is really gripping and engaging, you can get away with anything. The opening sequence to MGSV is astounding, even though it's what, 15, 20 minutes long? but it keeps you so engaged that the time flies by, and it builds your anticipation for when the gameplay starts.
I do agree in theory though. I recently started playing Trails in the Sky and it was an hour and a half before I got to the first battle, and if you asked me to summarize what happened in the intro, I couldn't really tell you anything. It was just a whole lot of nothing.
How to know if your game is interesting and if your intro is good?
Start by figuring out what it is that's interesting about your game. What questions (and answers) does it raise about society or human nature that you've never seen addressed (or at least, never addressed the same way) in another work before? What is it about your game that will change the way people will look at the world?
Coming up with an interesting idea is a lot harder than figuring out how to convey it. Look at some of the best intros you've ever seen before and take notes on what makes it so effective. What techniques do they employ? What is it, specifically, that grabbed your interest?
Coming up with an interesting idea is a lot harder than figuring out how to convey it. Look at some of the best intros you've ever seen before and take notes on what makes it so effective. What techniques do they employ? What is it, specifically, that grabbed your interest?














