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A quick Newbie question.
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Rya.Reisender
Snippy




Joined: 18 Jan 2008
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PostPosted: Tue Jul 29, 2008 2:12 am    Post subject: Reply with quote

There's no ideal way. Balance means that you can add anything on the left side as long as you add something of the same weight on the right side as well.
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8bit
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PostPosted: Tue Jul 29, 2008 5:24 am    Post subject: Reply with quote

Rya.Reisender wrote:
There can be a game where battles are 99% of the playing time which is still good and there can also be a game where battles are only 1% of the playing time but which is bad.


What would be an example of a GOOD game that is 99% battles? I don't think any rational person would play a game like that and enjoy it. I think you are just trying to play devil's advocate...
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8bit
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PostPosted: Tue Jul 29, 2008 5:30 am    Post subject: Reply with quote

Rya.Reisender wrote:
There's no ideal way. Balance means that you can add anything on the left side as long as you add something of the same weight on the right side as well.


...and: if a game is 99% battles, how could that possibly be balanced? I mean, 99% of the game is on the left side! That would have to be a HEAVY 1% in order to keep that scale in balance. See what happens when you play devil's advocate? You end up contradicting yourself.
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Rya.Reisender
Snippy




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PostPosted: Tue Jul 29, 2008 5:52 am    Post subject: Reply with quote

There are some games that only consist out of battling and are fun... there's an RPG (I think it was called Riviera, but I might mix up the titles) where you can only play during the battles and nothing else except that you have the option to repeat the battle to level up or move on the with the story until the next battle. This game is pretty much loved by many people.

Also Darkmoor Dungeon is almost 99% battles if you ask me and both Newbie Power and me think it's a good game if I recall correctly.



The balance here is that the larger the role of the battles is the more interesting the battles need to be. A game with 99% battles need a strong tactical emphasis, need a huge variation of different encounters and probably also different solutions to success (to add replay value).


If you personally think battles are something this bad, then you should make a game without battles! Like City of Dreams. :-)


(almost all the games I made myself, most by pure programming, are 99% battles and I think they are all quite enjoyable and a few even have a sort of fanbase)
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8bit
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PostPosted: Tue Jul 29, 2008 6:00 am    Post subject: Reply with quote

I don't think battles are bad and never said that they were. I just don't like playing games that have too many tedious battles. That's all. You may disagree.
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Newbie_Power




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PostPosted: Tue Jul 29, 2008 6:22 am    Post subject: Reply with quote

Quote:
Also Darkmoor Dungeon is almost 99% battles if you ask me and both Newbie Power and me think it's a good game if I recall correctly.
Darkmoor Dungeon also has NO random battles, only boss battles that you trigger manually.

I encourage strong tactical emphasis in bosses and mini-bosses, but commonly faced random battles are a completely different beast, and need to remain fairly short even if you add tactical solutions.
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Rya.Reisender
Snippy




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PostPosted: Tue Jul 29, 2008 7:30 am    Post subject: Reply with quote

8bit wrote:
I don't think battles are bad and never said that they were. I just don't like playing games that have too many tedious battles. That's all. You may disagree.

The keyword is tedious.

Quote:
Darkmoor Dungeon also has NO random battles, only boss battles that you trigger manually.

All battles in Darkmoor Dungeon are like that. The fact that they trigger on NPCs doesn't make them any different from random encounters. The argumentation is weak. I could also just say that all my random encounters are boss battles and then they are suddenly good for you... whatever.
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Newbie_Power




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PostPosted: Tue Jul 29, 2008 7:59 am    Post subject: Reply with quote

Quote:
All battles in Darkmoor Dungeon are like that. The fact that they trigger on NPCs doesn't make them any different from random encounters. The argumentation is weak. I could also just say that all my random encounters are boss battles and then they are suddenly good for you... whatever.

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Rya.Reisender
Snippy




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PostPosted: Tue Jul 29, 2008 8:16 am    Post subject: Reply with quote

:-)
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Newbie_Power




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PostPosted: Tue Jul 29, 2008 8:20 am    Post subject: Reply with quote

Quote:
:-(
My image is not an expression of defeat. If you thought it was, you interpreted it wrong.
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Moogle1
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PostPosted: Tue Jul 29, 2008 8:28 am    Post subject: Reply with quote

Ah-hem!

Final Fantasy Tactics (and other SRPGs) have an even higher battle content than Darkmoor. If the battles in your game aren't exciting, what are they doing in there? The question to ask yourself is, "What is the best part of this game, and why are the other parts in here?"

Which isn't to say you should remove all the plot from your RPG if the battles are good enough -- sometimes they actually are complementary. Chrono Trigger had really great boss battles, but the time-traveling plot and fantastic settings complemented those battles, making them more interesting. On the other side of the equation, though, boring battles have no place in a game. If your core gameplay sucks, you should seriously consider another medium.
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Rya.Reisender
Snippy




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PostPosted: Tue Jul 29, 2008 8:50 am    Post subject: Reply with quote

What Moogle1 said.
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Newbie_Power




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PostPosted: Tue Jul 29, 2008 9:33 am    Post subject: Reply with quote

Rya.Reisender wrote:
What Moogle1 said.
Right. He is right, I won't disagree with that. I still want to talk about implementation of battles though.

I know this disagrees with you, but I have argued against making random battles in standard RPGs too tedious and long for the sake of fun. They can still be great battles with tactical value, and have different formations, it's just that the pacing needs to be much quicker than that of boss/difficult formations. Basically, treat your random battles like WarioWare, and you'll have much better battles than FFVIII.

If you want nothing but the best kind of battles, you need to heavily alter the pacing somehow, because random battles tend too frequent for fighting a boss every few steps. This is when creativity can come in. Ask yourself, "How can I have nothing but the best kind of fights, while incorporating them in such a way that it doesn't tire the player?"

I do not disagree with Moogle1 either. He speaks well of fitting battles to purpose, especially if you are making a game that is less driven by battles and more about an overall experience. Regardless of what the actual battles are like, one needs to consider making sure they are well considered so that they don't get on the player's nerves, while still fulfilling their purpose.
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Rya.Reisender
Snippy




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PostPosted: Tue Jul 29, 2008 9:39 am    Post subject: Reply with quote

It's funny how it happened multiple times now that I wanted to explain something and everyone disagrees, then Moogle1 posts the same thing just in different words and then everyone agrees. xD
Moogle1 has a higher argue level than me. TT


Also, care to try out my game Gerania? The battles are a bit longer, but quite tactical. I wonder if those can convince you that random encounters can still be enjoyable even if they are a bit longer. When I made them and decided to make them not so easy I totally thought of you because you said "OMG 2 MINUTE BATTLES????? TOO LOONG OMG WTF" (not literary XD).
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Newbie_Power




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PostPosted: Tue Jul 29, 2008 10:41 am    Post subject: Reply with quote

I never said that random battles can't have tactics (they should), they just don't need to be needlessly long to the point where it gets old, and bosses will likely have far more complex tactics.
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