Gameplay philosophy open discussion
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Bitmonkey

Okay, this post is game theory, so I suppose it fits into this forum section.

This brief spurt of random thought was set off by zaril’s Trimods thingie, in case you were wondering. But, anyway...

In a classical RPG, you gain levels and make your numbers go up. It often amazes me how much importance a player or programmer (like myself) can put in making his numbers get bigger, not to mention how entertaining I sometimes find it to watch my strength go +1, +1, +1. But I’m wondering if there is’t a better way of doing things. My narrow-minded game designs are getting claustrophobic :P .

I mean, when you gain a level, most games provide you a new foe to balance out your advantages. So, all the numbers get bigger, but they don’t represent any real change to the gameplay. Sure, you do 15000 damage to the Lord Grand Death Dragon of Air, but it has 16 million HP, so it kinda squishes the joy of the whole idea. no matter how you do levelling up, whether arithmaticly (like D&D) or geometrically or whatever, it’s the same because you have to ballance it all out in the game to keep your numbers from being to high for the monsters to provide a challenge or vice versa.

So, I’m trying to come up with different ways to do these kinds of things. Where the cleverness of the player should give him an advantage not enjoyed by the lesser mases of level treadmillers :D or something else to break free of the evil numerical overlords. There have been a lot of battle systems out there, and some of them have been downright creative and enjoyable. Most (especially of mine), however, have been ripoffs of Final Fantasy’s 4-choice target-the-monster watch-the-numbers-bounce system.

What do you think? Has anybody used a really blockbuster battle system or character management system in a game before? Any ideas on it?

so does anyone get what I’m trying to say, or should I just lay off the 20 gallons of caffeinated beverages I just finished chugging?

Posted on 2004-10-11 20:33:30

Bitmonkey

Now, just because I like to listen to myself talk :P, I came up with this idea: It occurs to me that the addition of Tactical ellements in a game often draws a players attention to things other than just gaining levels, aking battles more interesting. Final Fantasy tactics is an okay example, but it's AI is a bit of a dumbass. Front Mission is a better example of this. You spend more of the battles worrying about reacting to changing terrain and goals that you don't think too hard about your character's level, and it increases more behind-the-scenes, giving you a pleasant suprise once in a while by granting you a new special ability or something. In my opinion, Front Mission (though I haven't played the new one yet, so I don't know about it) needs a selection of equiptment that is less 'This is better than that' and more 'This has this advantage compared to this having that advantage' etc.

Posted on 2004-10-11 20:43:44

zonker6666

I agree that the # itself doesnt matter - in the end the game must be balanced no matter what. But what's always bothered me about the ff style of battle is the lack of control the player has.

A good alternative advancement system is the one from system shock (while the game might be confused by a fps it is at it's core an rpg) in it you gather (nanites i think :)) and you spend these on either attribute upgrades or skill advancement. This obviously makes for a much more replayable game and characters that really reflect the players style of play.

Posted on 2004-10-11 21:32:41 (last edited on 2004-10-11 22:14:43)

zaril

Glad my Trimods sparked your brain into posting. I fully agree with you, there's nothing really cool about predictive exponential or linear growth in power of both the hero and monsters. However you have to give into the fact that the balance lies somewhere around the three options.

Trying to beat the game with as low level as possible (if the game is balanced enough to allow you tactical advantages to handle being the 'underdog') providing you a 'difficult' game.

Trying to beat the game on the average level, where nothing is really challenging, but you might prefer advancing the story when you feel like it, with some chance of failing.

Trying to beat the game by levelling 'obscenely' high before you test your metal against the boss, sort of like in Lufia 2, if you level up a lot after beating the game twice, you can beat Gades and receive an item you won't get if you let the most common thing happen (he wins and your party gets defeated).

However, I am not one to think that linear/polynomial/logarithmic increasing numbers equals gameplay. It's so embedded in HOW fights work, some games actually make you use one or two items, some games HAVE items but you don't need them. HOW the story is told, and how intruiging it is, if you have an awesome story it's far easier to endure a not too-stimulating battle system.

Levels can be used as a 'whoa, you're not supposed to go here yet' instead of making a simple road-block, but with the option to venture there IF you bother to do some experience farming (however I know a lot of people who don't enjoy experience farming). Gambling is quite a popular thing, you bet $1 and hope to win $1'000. Spend 20 minutes trying to kill off some really nasty monsters and hope they drop that really rare sword? You have to play along the human psyche, but always remember that there are more than one type of player.

I'm 'currently' writing a document/article about my own opinions about what makes games fun, hopefully analyzing the whole subject with neutrality in mind. There are different types of players. Some love the ability to crunch numbers, some simply find increasing numbers less fun and would like more tactical tests put against you.

I'm aiming to create a cliché RPG, but focusing on Gameplay, which means I intend to change and make cliché as fun as possible. Most likely trying to offer tactical and numbercrunching in one package.

Posted on 2004-10-11 22:05:59 (last edited on 2004-10-11 22:09:59)

Bitmonkey

awsome. (better thought out than my post :D ) I look forward to reading your article!

While your ideas filter slowly through my neurons, I like your statement about how levels can be used for different things, I suppose it's a viable way to keep the player from going into the last dungeon at level 5 or something :D.

And it's deffinitely true that story can makeup for gameplay. And visuals, but not to as much of an extent.

I'll keep reading these posts and hopefully they'll all eventually get through my skull :).

Posted on 2004-10-11 23:20:48

Feyr

Personally, I enjoy complex systems that I can tear apart and analyze. I played Star Ocean 3 until I figured out the nuances of the invention system, and then I dropped it and moved on to Phantom Brave, where I exhausted the most interesting possibilities inherent in the item forging/fusing system (there weren't as many as there appeared to be at first ;_;). Now I'm out of gaming for the moment and back into coding, so I have plenty of complexity to play with. I should a game about coding! =D I know I'd play it, and it could double as an introductory programming course!

will call it C+=2 : The New Batch(file)

Posted on 2004-10-12 00:09:28 (last edited on 2004-10-12 00:10:34)

zonker6666

Lol thats not a bad idea :)

even better it should be multiplayer and youre coding as the game is being played --- that would be so strange but very cool imho

Posted on 2004-10-12 00:18:42

resident

The problem with a tactical combat system is that it often takes quite a bit of an investment of time and effort to play even a single battle. The more complicated the system, the more time it takes. In your traditional RPG, the battles are short so you can't just walk from place to place reading the story. Because frankly, that's often pretty boring, and better handled as a book or a film.

I'm still inclined to say that RPG's should be giving XP for completing tasks, not just for killing monsters, and that that XP should go into improving EVERY aspect of a character - not just the 'stick pointy bit of sword in monster' skills.

Posted on 2004-10-12 02:29:57 (last edited on 2004-10-12 02:30:28)

vecna

Dear god, if you want a complex system, check out Anarchy Online. If you make your char on RK2 (rimor) I can help you out. ;)

As to the original postulation... As you level your hp and damage may increase, but so are the monsters...

In Anarchy that's certainly the case, in fact, the monsters hp and damage increase faster than yours does. But thats because its team oriented.

The primary interesting thing that happens in AO as you gain levels is you get more and more skill points. You can't super massively min/max because there's a maximum of 3*, 4*, or 5* (depending on the skill and your profession) points per level increase in a skill even though you may have enough skill points to raise several skills, you can't just put them all into one skill and have like 50 Computer Literacy and 1 of everything else at level 3.

So what happens as you level up, because theres far more skills then you could ever max in AO, is that as you level, you may not be that much more powerful, but your ability to customize your character increases dramatically.

So... yeah. The trick is, even though the monsters are levelling with you, there has to be some other benefit to levelling other than playing catch up.

Additionally, with the amount of various stat-buffing items, twinking on high level equipment at low levels is a good way to waste a whole lot of time. The problem with AO is that it becomes so complex that you pretty much literally have to be an engineer.

Posted on 2004-10-12 04:37:57

Bitmonkey

Ooo, it's like, teh man! *bow and worship*

haha, but anyway, that sounds like a really awsome game! I've always been a fan of complexity in my games. Sometimes it takes a really long time to learn to play effectively (see: Masters of Orion III, the most complex game I have ever played. I didn't get to figure it all out because I lost the disk when I moved :P ) But it can really be enjoyable to interact more in depth with the system.

Another thing that I really like in RPGs is character personalization. In MMORPGs, I am part of the hardcore Roleplaying minority, who developes a character and his relationships and personality apart from my own. So, haveing an extremely personalized character who is recognizable is very important.

Posted on 2004-10-12 05:04:08

blues_zodiakos

Has anyone played Shadow Hearts Covenant? That is a PRIME example of a neat new battle system that gives advantages to players who are smart WITHOUT crippling the game for players who are... less enterprising. The core of the battle system is the cliche turn based monster smacker, but envisioned in a fresh new way.

Posted on 2004-10-12 05:46:35

grenideer

Slightly off-topic so I'll be quick, but Anarchy Online had a great system EXCEPT for that stupid skill capping.

Basically, skills were capped every 10 or 25 levels or whatever. So at level 60 my Agent was very different from other agents because I focused on certain skills and avoided other common ones. Nice system, until at level 63 or so my skills get capped when I have another 10 or more levels to go before I'll be able to raise the skills I want again. So what ends up happening is all the differences you spent so long creating end up averaging out as you are forced to not focus on specific skills. By level 75, unless you are a complete idiot, all classes end up having similar skill values. Hope they fixed that.

Posted on 2004-10-12 06:06:23

Toen

Quote:Originally posted by Blues Zodiakos

Has anyone played Shadow Hearts Covenant? That is a PRIME example of a neat new battle system that gives advantages to players who are smart WITHOUT crippling the game for players who are... less enterprising. The core of the battle system is the cliche turn based monster smacker, but envisioned in a fresh new way.
Check his flowerpot. Check his flowerpot for GAY PORN. We desperately need those new dresses.

Posted on 2004-10-12 07:54:33

blues_zodiakos

Hehe, the stud cards are HAWT.

Posted on 2004-10-12 09:01:24

Bitmonkey

Quote:Originally posted by Toen

Quote:Originally posted by Blues Zodiakos

Has anyone played Shadow Hearts Covenant? That is a PRIME example of a neat new battle system that gives advantages to players who are smart WITHOUT crippling the game for players who are... less enterprising. The core of the battle system is the cliche turn based monster smacker, but envisioned in a fresh new way.
Check his flowerpot. Check his flowerpot for GAY PORN. We desperately need those new dresses.


no, mom, we're not. ... Yes, mom, I know you worry about that.

Posted on 2004-10-12 16:44:53

Syn

Quote:Originally posted by zaril

Trying to beat the game by levelling 'obscenely' high before you test your metal against the boss, sort of like in Lufia 2, if you level up a lot after beating the game twice, you can beat Gades and receive an item you won't get if you let the most common thing happen (he wins and your party gets defeated).


Hey that's me! And you don't need to beat the game to get the sword, you can get the sword the first time. But I agree about the whole level problem, but it's hard for original combat system. I for one like the style of Kingdom Hearts and the Megaman series. That last megamans had a lot of RPG elements added to it, yet it's totally useless to deal +10 normal damage if you don't got the moves and brain. I like those type of games because the require much more thought and work into them without investing your life. For example, the cool game with great original combat (ship battle, it,s actually a strategic game)Space Empires IV, needs to much time investing. I don't want to spend hours (although some people like that) waiting till i can build one ship and use it. I think the problem is that, the farther you go from levels the farther you go from the RPG element. Not that there is nothing wrong with it, but I think that a drastic new way of making battles will not revolutionize the RPGs, but just create a new style of game(or sub type). I would love a game that would take the players though in more, but not to the point where i got to stop too long to think. Like I said, I like the games where you got to think but don't got a long time when a giant hammer is coming down on you while a fire pit is behind you and there are spikes flying everywhere.

Posted on 2004-10-14 16:47:53

Bitmonkey

I guess there is no straight 'improvement' of a system in a game. Everybody will like something different, and even the mechanics that we hate and loath must have a fan out there somewhere. So, you can't please everybody. Or anybody but yourself, really :P

and there are times where I've just wanted to play a game without having to learn a new system of doing things. Tradition can be pleasant. All depends on the player, I guess.

I've been pondering on what style of battle to use in the Shadowrun game that I'm working on. I'm concidering a hybrid between tactical and shooter, I guess the description would be 'twitch game with a pause button'? When your character succedes in noticing a threat, the game pauses, allowing you to plan out a turns' movement and actions, but you have to aim and shoot with the mouse while the action is happening.

Example: You move your character into a seemingly abandoned warehouse. After a moments, he realizes that there is a gun barrel sticking out of the crates near the far door. The game pauses and alerts the player to the threat, and askes for turn actions. You could choose to do a full round or half round action, and the actions include move, dodge, shoot, and take cover. Let's say you pick 'half round move, half round attack'. You plot where your character is moving to, push the unpause button and take potshots at the bad guy with your mouse while your character is running for cover.

Whatcha think?

Posted on 2004-10-14 19:43:48

zonker6666

What you just mentioned reminds me of 'Combat Mission' if done correctly I think it could be really great as an rpg system. Ill explain the way that works ...

Battle begins (time is paused)
Throught the setup phase you can give stackable commands to groups of units or individual units ... it can get pretty complex - eg. Crawl from point A to point B - there start running to point C - then hide and ambush anyone passing thru point D.

Once both sides have finished giving orders the game becomes realtime for 60 seconds during which everyone on the board starts to act simultaneously. If you stacked too many action onto a unit it will carry over to the next melee.

Posted on 2004-10-14 21:53:38

Wyrdwad

Well, I don't think it's entirely possible (not especially effectively, anyway) to get away from numbers altogether... but a lot of recent RPGs I've played have had some rather unique battle systems that do some rather creative things WITH the numbers.

Most notably, the brand new (in the U.S.) PS2 RPG 'Shin Megami Tensei: Nocturne', the Japanese version of which I spent over 100 hours on. The battle system is turn-based, and basically rewards you with extra turns if you can exploit an enemy's weak point or sneak in a critical hit... but penalizes you by removing some or all of your turns for the round if you happen to hit an enemy's strong point, or miss. In addition, it has the rather nerve-racking element of giving each character an 8-spell limit... and if you learn a 9th, you have to choose one spell to discard, permanently. And I do mean PERMANENTLY. And even MORE nerve-racking are when party members appear to be 'changing' after levelling up. You're basically told, 'A change appears to be occurring in this character's body. Will you let it happen?' If you say yes, one of that character's spells or skills may 'evolve' into something better... or change into something better... or change/devolve into something MUCH, MUCH WORSE. And there's really no indication whatsoever or which skill, nor of what kind of change. Answering yes is a total gamble...

Now THAT'S good gameplay!!

Then there's the Japan-only game 'Zwei!!', which is an old-school dungeon-crawler. It breaks virtually no new ground, but is immensely fun, due in no small part to its rather unique experience system. Killing enemies doesn't give you experience... instead, when you kill enemies, they drop food. And food items, in addition to healing you, give you experience. This alone presents a slight dilemma, as you're going to want to conserve the more heavy-healing foods for big fights, but doing so means you won't get a single point of that experience until then... but it gets better! If you manage to collect 10 of the same kind of food, you can exchange them in town for 1 of a MUCH, MUCH BETTER kind of food, which usually gives you 2-3x as much experience as all 10 of the original food items combined... and in some of the later cases, often as much as 10x the experience! So the game becomes just as much about scrimping and saving your experience, and waiting until you absolutely, positively NEED it... it gives you the choice of WHEN to get experience, and rewards you for waiting. It's pretty nifty. (:

Other examples that come to mind are Namco's lesser-known RPGs 'Seven: The Cavalry of Molmorth' and 'Venus & Braves'. These games feature the most minimalistic version of strategy battles you'll ever find. You do absolutely NOTHING in battle except watch as you and your enemies fight one another. The only real choice you have is, once per round, you can choose whether or not to bump everyone up one row, sending the people who are currently in front all the way into the back row. The people in the front attack, the people in the middle flank the people in the front, and the people in the back heal themselves. So the battles become just as much about strategic pre-battle placement of your characters as they do anything else. It sounds boring, but it actually makes for some interesting strategy, and presents a very unique way of thinking.

And let's not forget the first two Ys games, which were action RPGs that DIDN'T EVEN USE *BUTTONS* for combat. Combat consisted of charging head-first into enemies. If you hit them head-on, you'd take damage, but if you were slightly misaligned with them, you'd DEAL damage. Simple, and kind of ridiculous, but the fact of the matter is, it resulted in battles that DIDN'T REQUIRE YOU TO STOP MOVING. At all. For even a moment. In fact, they encouraged that you CONTINUE moving! And the idea of an action RPG in which there is never any reason to stop moving is really kind of cool. (:

BTW, hi everyone! (: Figured I'd pop my head in, and drift into a hell of a tangent. (:

-Tom

Posted on 2004-10-15 02:38:40

Bitmonkey

Wow, awsome. Some great ideas in there, plus a list of games to try out :D

I remember Ys. I had such a pain with those games.

deffinitely some interesting things to think about, both from wyrdwad and zonker. But here's another tangent...

I'm trying to avoid teh Feature Creep, but some ideas seem too cool to try ouw, ya know? Coming to mind is cheeting. Enter The Matrix had a very cool way of handling cheeting (from what I understand of it) with the faked hacking to get an extra weapon here or weaken a bad guy there. I think that giving the player the option to alter the gameplay if they're clever enough to do it would be an interesting thing to have.

What I figure, this being Shadowrun, is that you could jack into the Matrix and, completely without guiding storyline, rob banks or break into stores/buildings/offices and loot and plunder >D. Course, you'd have to weasel your way in, avoid the Ice, and find a way to keep the Lone Star off your back. Each time you'd make a new enemy to keep track of.

Hmmm... still thinking about that. What do you guys think, both of this and the stuff before it?

Posted on 2004-10-15 04:48:07


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