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Quickbeam
Pretty, Pretty Fairy Princess


Joined: 19 Nov 2002
Posts: 8
Location: Ontario, Canada

PostPosted: Sun Jun 22, 2003 11:44 pm    Post subject: Battle systems - what works? [quote]

I'm sure this topic is a common one around here, and I apologize if its come up before (I did do a quick search and didn't find anything general like this). Anyway, the question I'm basically posing here is what battle systems do you like in games? Turn-based? Zelda-esque? Stuff like that.

The reason I ask is that I'm kind of undecided as to what I want to do with Project Island Game, as I've been spending most of my time so far on art and setting and stuff. I was originally going for something turnbased, kind of like Chrono Cross, where you can perform as many actions as you have stamina for. But here's the catch: there are some things that need to be taken into consideration for this game.
-There is only 1 PC
-There cannot be seperate battle screens (so, kind of like CT or Zelda, either way, you don't leave the main screen)
-There is no magic whatsoever in the setting I've created, so that means that special abilities are basically limited to combos and stuff

Anyway, I'm really not sure now if I want to go the action-RPG route and just have Zelda-style combat, or if I want to stick with traditional stuff and do a turnbased system. So I could really use some general opinions and input. Just let me know what you guys think would work for this project, or what kind of systems you like to play, pros and cons of different systems etc.

Also, don't think I'm milking the topic just for the sake of my game. If you want to give me suggestions, thats great, but feel free to just discuss the topic in general.

Looking forward to hearing your opinions. :)
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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Mon Jun 23, 2003 12:40 am    Post subject: [quote]

I like both turn-based tactical and real-time action combat. However, if there is only one character and no magic, the tactical options are probably going to be severely limited. Go with the action. I didn't particularily like the combat in Chrono Trigger, which seemed to lack depth.
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Mon Jun 23, 2003 3:38 am    Post subject: [quote]

Rainer Deyke wrote:
I like both turn-based tactical and real-time action combat. However, if there is only one character and no magic, the tactical options are probably going to be severely limited. Go with the action. I didn't particularily like the combat in Chrono Trigger, which seemed to lack depth.


Whu- Huh- but- what- huh- GAH?!
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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Mon Jun 23, 2003 4:23 am    Post subject: [quote]

-=(FRoG32)=- wrote:
Whu- Huh- but- what- huh- GAH?!


Compared to tactical combat systems that include positioning. Not compared to other "traditional" console combat systems. In my experience, console rpg combat systems tend to be all about finding the right attack to use against an opponent, using it repeatedly, and healing when necessary. No looking for cover. No circling around for a rear attack. No forming a line to protect the weaker party members. No charging through enemy lines to get at the leader. No racing for favorable ground.
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Locrian
Wandering Minstrel


Joined: 04 Apr 2003
Posts: 105
Location: VA USA

PostPosted: Mon Jun 23, 2003 4:29 am    Post subject: [quote]

Hoorah! One vote for action/real time! I'll be second vote. Do you have an artist slave chained down in the basement? I'm not a big fan of turn based but it does allow for as low as one sprite per enemy. Not as fun as real time though, being able to actually try and dodge attacks or run away or get in close for a powered up attack rather than scrolling to the word "dodge" or "retreat" or "attack" on a friggen menu. I wasn't too fond of Chrono Trigger's battle system either. But I'm not fond of anything that isn't real time heh...

[EDIT]
Quote:
No looking for cover. No circling around for a rear attack. No forming a line to protect the weaker party members. No charging through enemy lines to get at the leader. No racing for favorable ground.

Now a real time battle system where PC and enemies take more damage from behind, less when in certain stances (that reduce attack value), allows for various party formations while traveling to protect weaker characters from most melee attacks, and recognizes higher land, allowing for greater distance with projectile and spell attacks... that would be "TEH SHIZNIT!"
[/EDIT]


Last edited by Locrian on Mon Jun 23, 2003 4:35 am; edited 1 time in total
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Mon Jun 23, 2003 4:32 am    Post subject: [quote]

Rainer Deyke wrote:
-=(FRoG32)=- wrote:
Whu- Huh- but- what- huh- GAH?!


Compared to tactical combat systems that include positioning. Not compared to other "traditional" console combat systems. In my experience, console rpg combat systems tend to be all about finding the right attack to use against an opponent, using it repeatedly, and healing when necessary. No looking for cover. No circling around for a rear attack. No forming a line to protect the weaker party members. No charging through enemy lines to get at the leader. No racing for favorable ground.


Well I find that tactical combat systems take WAAAAAAAAAAAY too long to even complete a battle in, and you get bored right away... everything takes too long...
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Suchiiben
Guest





PostPosted: Mon Jun 23, 2003 4:35 am    Post subject: [quote]

I'd really like to see something not hack and slash and turn-based, but like a fighting game or FPS. That would be the coolest RPG ever! You see... The game depends on stats... But it mostly depends on skill! It makes it more dashing!
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Mon Jun 23, 2003 6:29 am    Post subject: [quote]

Quote:

I'd really like to see something not hack and slash and turn-based, but like a fighting game or FPS. That would be the coolest RPG ever! You see... The game depends on stats... But it mostly depends on skill! It makes it more dashing!


And how would this still be an RPG?


Quote:

Compared to tactical combat systems that include positioning. Not compared to other "traditional" console combat systems. In my experience, console rpg combat systems tend to be all about finding the right attack to use against an opponent, using it repeatedly, and healing when necessary. No looking for cover. No circling around for a rear attack. No forming a line to protect the weaker party members. No charging through enemy lines to get at the leader. No racing for favorable ground.


and PC RPG's are different how?

god you guys fucking bitch way too much. If you don't like RPG combat, don't make/play RPG's. Yeesh. If you play 'em cause you like plots in your works, add plot. HalfLife did it. It's an FPS for certain, but it had a cool plot.
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Jihgfed Pumpkinhead
Stephen Hawking


Joined: 21 Jan 2003
Posts: 259
Location: Toronto, Canada

PostPosted: Mon Jun 23, 2003 8:19 am    Post subject: Strategy Vs. Action: Round 1, Fight! [quote]

Uh-oh, looks like this is going to be one of those "what is and isn't an RPG" threads.

I did play a fantastic first-person shooter called System Shock 2 with really well-implemented RPG elements, at the very least. Magic, statistic levelling, RPG-style item-management, engrossing story, all very well put-together. One of my favourite games, and I think one of the best examples of the good that can come out of cross-genre fertilization.

That said, I do prefer turn-based combat, especially for RPGs. Why, on God's green earth, would I prefer that? Because with an RPG, I like to sit back, relax, and make my choices. I like tactics, and I like the ability to think things through. Of course, it's largely a matter of choice, but when I go to an RPG, I want a game I can be swept up in, not one I have to try to control, which is the feeling I get from more action-oriented games. I don't know if I'm expressing myself properly.

Also, real-time seems to favour identification with a single character, the one you actively control, while I've always liked the sort of ensemble aspect of RPGs.

Shifting to a discussion of turn-based battles, perhaps more strategy would be nice, but the cost is that it is much more difficult to create and design, and much more difficult to play. I'm a big fan of the intuitive and simple game, which can still yield much strategy. By contrast, strategy games often get extremely complex and difficult to play, I find. What's worse, the more complex the game is, the harder it is to fix when broken.

Rainer Deyke wrote:
In my experience, console rpg combat systems tend to be all about finding the right attack to use against an opponent, using it repeatedly, and healing when necessary.

But I don't think the answer to this is more complexity; more complexity will just lead to more options through which to scroll to find that killer combo/strategy. There are great complex games, but I really think they have to be built on, or expanded from, great simple games. You should try to find a well-balanced, at least mildly entertaining system before you go adding more elements and depth, I think.

Oh, and Quickbeam's talking about ChronoCross, not ChronoTrigger. ChronoCross was a Playstation game. I thought it was ok. Much different combat system, based on the weak/mid/strong attacks all costing different amounts of stamina system.

Alright, well that's the general stuff out of the way (which Quickbeam in his post has kindly invited us to cover), so about your game in particular, I think Rainer's probably right. With only one character, action seems the way to go.

Strategy (as opposed to action) has at its core resource-management, no matter what you're playing, from Chess to Warcraft. With only one character, you're a little resource-strapped, and your gameplay may be much too simplistic.

That said, if you want to go with strategy, you're certainly taking the right route by breaking up your one resource into multiple by use of stamina. In fact, if you're clever about items, you can probably get a fairly decent system out of it. Have guns, but make ammo scarce. Have grenades and such with which to take out large numbers of enemies. Whatever you have, let most items be one-shot use things, rather than equipment. From a design perspective, strategy's still going to be more difficult to do well than action with the restrictions you've got, but on the other side action's harder to code, I think (assuming you want luscious backgrounds and such; the point being frame-rate and proper collision-detection and speedy path-finding doesn't matter quite so much with strategy).

Ah, well, good luck with whatever you try.
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Mon Jun 23, 2003 8:33 am    Post subject: [quote]

that point was well made, Messir PumpkinHead, adn I agree with all you said. I think I should apologise for my rashness: I'm not against cross-genre pollinisation in games, I am against people saying that they "hate" one aspect fo a genre that they not only claim to enjoy playing, but also want to design and implement a video game in said genre.

It's like saying "I love platform games, but what's up with all teh running and jumping? Now put it into an FPS engine and that owld be awesome!". It makes no sense.

ps- i have purty new avatar.

EDIT:
also, just so everyone knows, I'm not being a hate monger, and I'm not pointing the finger at people who like action RPG's. I like them as much as anyone else...it's people that complain when other people make games with turn based combat- like peopole dropping scores in a games review because it was turn based instead of action based. That's just wrong to me.

And saying "console games" or X games suck because they use turn based- I don't know. It's like comparing apples to oranges. If you don't like it, that's fine, but it doesn't mean games with a diferent element (and thus aappeal to diferent people) are not as valid as the games you enjoy.

Locrian- I like your ideas on combining Tactical game play with classic RPG gameplay...for an RTS on the scale of an RPG (ie: not big armies, but a small party of characters). I've often thought about doing this in a game. I'll talk to you more about it tonight
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Locrian
Wandering Minstrel


Joined: 04 Apr 2003
Posts: 105
Location: VA USA

PostPosted: Mon Jun 23, 2003 10:44 am    Post subject: [quote]

Hmmm not to butt heads with you or anything... but since when did battle system style become part of the definition of RPG? There are certainly some often used styles, but saying you have to go with these for it to be an RPG is like saying your main character has to be a young man whos family has been murdered and must go fight the evil wizard and rescue the damsel in distress. If someone wants to use these typical-to-RPG elements thats fine, but if they want to conciously avoid them thats cool too, and doesn't automatically take away from the game's RPGness. Just kinda sounds like youre saying these are necissary for it to be an RPG. You could have an RPG with no battle system at all. I have no idea what that guy meant by making it more like a fighter or FPS though... he needs to explain his thoughts a little more.

Did you use a 3D program to make the spell effect? It kinda looks like it for some reason. Man I gotta track down that guy that was making awesome spell effects with the aid of 3DSMax. They looked really professional.

Ah, Jihgfed, turnbased is more relaxed, ok... I can kind of see how someone could prefer it to real time now. Though it tends to do the opposite to me. Hit for 50 points of damage? bullshit! I can dodge your stupid attacks! Lemme move dammit! Also interesting how you feel turnbased allows you to be swept in more. I feel the opposite. All of a sudden being unable to move freely, or even worse being teleported to another screen... Crazy how differently two people can be effected by things.

Hehehe its fun to see a bunch of people who are all passionate about the same thing, but have slightly different tastes and biases, thrown into a topic with each other.
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Quickbeam
Pretty, Pretty Fairy Princess


Joined: 19 Nov 2002
Posts: 8
Location: Ontario, Canada

PostPosted: Mon Jun 23, 2003 3:09 pm    Post subject: [quote]

Heh, wow, this got responses fast.

Quote:
Do you have an artist slave chained down in the basement?

Yes. I am the artist slave, in fact. Golrien's the one doing the coding.

Quote:
Well I find that tactical combat systems take WAAAAAAAAAAAY too long to even complete a battle in, and you get bored right away... everything takes too long...

I'm the same way. I mean, I love strategic battle systems, I just get sick of stuff fast if its long and drawn-out and you have to do it all the time.

Quote:
I'd really like to see something not hack and slash and turn-based, but like a fighting game or FPS. That would be the coolest RPG ever! You see... The game depends on stats... But it mostly depends on skill! It makes it more dashing!

This is something I love. Games like Deus Ex, System Shock 2, Morrowind (though combat in that was somewhat iffy) and that are really enjoyable for me, because FPS and RPG are my favorite genres, and combining them just makes for a fantastic game IMO. However, PIG is a 2D game, so this isn't really an option for me. Also, about the fighting game bit, I always thought an RPG with Bushido Blade-style combat would simply kick ass. Don't think its ever been done though. And a game like that would definitely require a quicksave, heh.

Quote:
That said, I do prefer turn-based combat, especially for RPGs. Why, on God's green earth, would I prefer that? Because with an RPG, I like to sit back, relax, and make my choices. I like tactics, and I like the ability to think things through. Of course, it's largely a matter of choice, but when I go to an RPG, I want a game I can be swept up in, not one I have to try to control, which is the feeling I get from more action-oriented games. I don't know if I'm expressing myself properly.

I get what you're saying here. I enjoy at least having some element of strategy in a battle system, and that's the only reason I haven't already jumped on the action bandwagon. I mean, I do like action RPGs, I just find the fighting a little simplistic and repetitive. Then again, I suppose the same thing could be said for a lot of turn-based games, so I guess it may just be an issue of whether you prefer to select your attacks from a menu or just press a button. Heh.

Quote:
Ah, Jihgfed, turnbased is more relaxed, ok... I can kind of see how someone could prefer it to real time now. Though it tends to do the opposite to me. Hit for 50 points of damage? bullshit! I can dodge your stupid attacks! Lemme move dammit! Also interesting how you feel turnbased allows you to be swept in more. I feel the opposite. All of a sudden being unable to move freely, or even worse being teleported to another screen... Crazy how differently two people can be effected by things.

Heh, imagine that, I agree here too. I hate that lack of freedom games give you. I'm not really sure which point of view I agree with more.

I must have contradicted myself at least a few times in this post already, heh. Really though, I enjoy all sorts of battle systems, just as long as they're well-executed and integrated with the rest of the game in a smooth manner. That's what makes it so hard to choose, I suppose. Although, taking your responses into account, as well as a few conversations I've had on AIM, I'm thinking action is probably the way to go at this point.

Thanks for all your input so far. Keep 'em coming though, this is quite the interesting thread so far.
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Mon Jun 23, 2003 5:17 pm    Post subject: [quote]

Try daggerfall, of which morrowind was a sequel to. It's very RPG-like, even though it's first-person. the combat is WAY better than morrowind's, imho, as you have to hold down the right mouse button and drag the mouse in the direction you want to swing your weapon as opposed to just clicking over and over again. Also, the world is HUGE. One group of enthusiasts sat down and decided to study how long it would take to traverse the world of daggerfall, and it took them approx. a WEEK AND A HALF (In real life, not game time!) to cross it, corner to corner. Now THAT's and rpg.
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Quickbeam
Pretty, Pretty Fairy Princess


Joined: 19 Nov 2002
Posts: 8
Location: Ontario, Canada

PostPosted: Mon Jun 23, 2003 6:52 pm    Post subject: [quote]

I've never really played Daggerfall. I mean, I did, for like 10 minutes at a friend's house years back, but that's it. The thing with that game, though, is that a whole bunch of it is randomly generated, right? I -despise- randomly generated dungeons/towns/anything. I'd rather have small well-done areas than gigantic empty/crappy ones.

But yes, the combat as you describe does sound better than Morrowind's clickfest.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Mon Jun 23, 2003 6:55 pm    Post subject: [quote]

Pity Daggerfall was repetitive (in it's landscapes and dungeons) and buggy (falling through the ground and stuff). But still, I think I liked it more than Morrowind, if only Daggerfall's quest system would have worked in my hacked version... :-(
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