Will this battle system idea work?
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FR_Patriot

I plan to have a Final Fantasy 3 type game, with a rather similar battle system except for one major difference.

I plan to have no level system in my game. I believe this would simplify things quite a bit and it will allow players to get through the game without "practicing" their characters. Please note that the game is set in a world without magic and I made the decision to omit levels for realism. Please give your opinion on how this may turn out.

If you read or respond thank you for doing so.

Btw, if you don't know, I'm talking about "level" as in the number that tells how strong a character is.




It is faster and easier to damage something than it is to create or repair it. Isn't it? I'm called Millennium's Judgement on VergeSource and in my games, if I make any.

Posted on 2002-01-03 20:06:14

Nemesis,

I think it could. but how do you plan on building up charecters if without and experince system will your charecters not get stronger?



Posted on 2002-01-03 20:58:56

JL

Well, most games also have weapons and armors that get upgraded as the game progresses.

Another possibility is to have characters that stay the same throughout the game, and, instead of using stats to determine tWell, most games also have weapons and armors that get upgraded as the game progresses.

Another possibility is to have characters that stay the same throughout the game, and, instead of using stats to determine the outcome of battles, you use strategy, puzzle, or reflex challenges. I can't think of an RPG that really does this, but it sounds a lot less repetitive (and hence a lot more fun) than the typical RPG. It also sounds a lot harder to write, which is probably why it isn't done as much.
he outcome of battles, you use strategy, puzzle, or reflex challenges. I can't think of an RPG that really does this, but it sounds a lot less repetitive (and hence a lot more fun) than the typical RPG. It also sounds a lot harder to write, which is probably why it isn't done as much.




--- I am a frontrunning eltist.

Posted on 2002-01-03 21:18:08

JL

Damn UNIX mouse...

Well, most games also have weapons and armors that get upgraded as the game progresses.

Another possibility is to have characters that stay the same throughout the game, and, instead of using stats to determine the outcome of battles, you use strategy, puzzle, or reflex challenges. I can't think of an RPG that really does this, but it sounds a lot less repetitive (and hence a lot more fun) than the typical RPG. It also sounds a lot harder to write, which is probably why it isn't done as much.



--- I am a frontrunning eltist.

Posted on 2002-01-03 21:20:40

FR_Patriot

JL, what you said was pretty much what I had planned.

I was thinking of manual dodge of attacks, and enemies that also dodge but with a pattern. I was wrong about this simplifying things :( but at least my battles (if I can fish out enough willpower to make the engine) will not be "press-one-button-like-crazy-to-win".



It is faster and easier to damage something than it is to create or repair it. Isn't it?

Posted on 2002-01-04 07:25:23

ladyvesper

Chrono Cross never had any levels the whole game. Instead, you randomly get stat increases at intervals depending on unknown factors in battles. For instance, I was playing last night and fighting these blue things and when I killed them Serge got (I think it was) +2 to HP.

Levels aren't all that important, really, if you design the game not to use them. I mean, Zelda never had them.

- the Lady Vesper



Posted on 2002-01-04 11:23:22

bahamut

I don't use levels, because I'm like a rebellion that wants to make his game original.

In other words: No levels and no shops. every game uses that. I use stones that give you extra power. But not having level greatly affects the replay.

I hope the non-level battle system I designed (and that the Gerf is programming ;) ) will be a succes, or else my entire game will be a failure... Think twice about that.



Posted on 2002-01-04 13:11:09

FR_Patriot

Didn't the game have levels along with your stat increases? I remember that you levelup each boss batte, providing that you have not already completed a harder one.



It is faster and easier to damage something than it is to create or repair it. Isn't it?

Posted on 2002-01-04 15:39:25

rpgking

Then you could say Chrono Cross has a level system... But not really.



Out of clutter, find simplicity. -Einstein

Posted on 2002-01-04 16:22:32

ladyvesper

No no -- if I remember correctly, the stars were what you used so that you could cast more spells. You had to have a certain number of them to equip a number of spell things, etc. Of course, I played it through in Japanese (which incidentally isn't my first language, though both Cloud and I have "conversational skills"), so I probably missed a lot of the intricate secrets. ^^;

- the Lady Vesper



Posted on 2002-01-04 22:12:45

Sungam

The stars worked sorta like MP, but were only required for summon spells (which each cost one star to cast). They didn't really have anything to do with levels, though. There wasn't really any point in having more than 5 of them at any given time.



- Sungam
 Ancient Ex-VERGEr
 Possible Retro-VERGEr..?
Formerly known as:
 Sephiroth/^_^Sephiroth/Magnus

Posted on 2002-01-05 16:06:35

Omni

Yeah, the stars were expended to cast summons, but they also represented the growth level of the "random" increase in your statistics.



Posted on 2002-01-05 21:08:54

Wyrdwad

...if you wanna have no levels, that's all well and good... but if you're trying to be realistic, you really DO need SOMETHING there. After all, if you were out in the wild and had to defend yourself, don't you think you'd get better at it over time? It would eventually become second nature to you. Sure, your weapon wouldn't get any stronger, and you wouldn't learn new magic spells... but you might learn enemy weaknesses, learn how to better evade your enemy, how to scare your enemy, etc. If you're going to drop levels, then you should also include a "trick" to beating each individual enemy, but not actually have this trick told to the player, EVER. The player must figure this "trick" out on his/her own, whether it be attacking the enemy in a certain weak point, parrying every so often, or what have you. In my opinion, THIS would be the most realistic way to handle RPG battles.

Just my two cents!

-Tom




Posted on 2002-01-05 23:13:05


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