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Real-Time Strategy RPG Combat

This isn't specifically something new, but it is definitely something I've seen cropping up a lot lately.

We all know that the regular turn-based RPG Combat system is getting a bit tired. It's very difficult to make it fun and interesting. Most new RPGs have been opting for a Action based system.

First, I think I should specify what a Real-Time Strategy RPG Combat system is. Essentially, it controls like Warcraft/Starcraft and other RTS games. You select your heroes, give them destinations to walk to, targets to attack, and issue them individual commands when necessary. Otherwise, they will react to incoming attacks on their own.

I first noticed this in Final Fantasy 12. This is a very loose RTS engine as you can't really freely move your characters around once combat begins, as it is rarely beneficial.

Shortly after Final Fantasy 12, FF12:RW was announced. It has a very similar system to FF12, but due to the DS's touch screen capabilities, it apparently plays almost exactly like an Real-Time Strategy.

Then there is the new Seiken Densetsu (Secret of Mana) game, for DS, which is exactly like an RTS. As well as Growlanser 5.

There are probably a few others too, such as the old PC RPG Silver which is arguably RTS.

The system has also creeped into the Massive Multiplayer Online RPG. A relatively new asian MMORPG called Sword of the New World (or Granado Espada) lets you control 3 characters at a time, issuing commands exactly like an RTS. I think it actually plays particularly well. Much better than Guild Wars does.

So what are your thoughts? This may become the new Side-View battle system as far as RPGs go.

The story planning process

As I said in another post, having a full and complete storyline makes finishing a game a fill in the blanks kind of thing.

When creating a game, what I strive for is to create a full storyline. Unfortunately, to break to monotomy of that I often start mapping, or working on system designs. They usually take up more time than they are meant to, and I want to start getting on with the game when I don't have enough Storyline to make sense of even where to start. So I fumble, recreate things over and over, and get frustrated with it.

Your Priorities

In terms of the order of design, I think Story takes priority. Knowing exactly how the story progresses, from Event A to Event B to Event Z, is a great foundation. After you have that, creating the game is really just fill in the blanks.

After that, I agree with Despain. Even though Gameplay is a big deal, Atmosphere makes the difference. Even a game with poor gameplay (read: Sandfall demo) can be enjoyable if the atmosphere is immersive and the characters interesting. RPGs are Graphic Novels with gameplay elements. It can be strong in one area (The Graphic Novel Area), the Gameplay area, or both. Any can really make the game good.

WIP's example of Crystalis is a good one. Poor story and atmosphere, great gameplay. Fun game. Sandfall, interesting story and great atmosphere, poor gameplay. Fun game.

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