My Message close
GAME JOBS
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 20, 2013
 
Ringling College of Art and Design
Game Art + Design Faculty
 
Havok
Havok- 3D Software Engineers (Work in Dublin,...
 
University of Central Florida/School of Visual Arts & Design
Instructor or Lecturer
 
University of Central Florida/School of Visual Arts & Design
Assistant Professor
 
Sony Computer Entertainment America LLC
Sr. Network Systems Engineer
 
Treyarch / Activision
Technical Animator
spacer
Blogs

  Fire, Fira, and Firigaoasdfklasfasdfaf
by Christopher Gile on 09/13/12 03:09:00 pm
2 comments Share on Twitter Share on Facebook RSS
 
 
The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

Want to write your own blog post on Gamasutra? It's easy! Click here to get started. Your post could be featured on Gamasutra's home page, right alongside our award-winning articles and news stories.
 

This is a cross post from here: http://guilelessmonk.tumblr.com/

In RPGs that depend on leveling and grinding as a system it is very common for you to unlock the same ability several times only each time the new version is scaled to your level. The most popular RPG series all have it: Final Fantasy Series (Fire, Fira, Firaga), Persona Series (Zio, Zionga, Ziodyne), and Dragon Quest (Frizz, Frizzle, Kafrizz). Here is a quick question, why?

Why not instead of leveling up the same spell make it so you can put as much or as little mana into the one fire spell from the beginning, maybe put a cap on it based on the characters level. It isn’t any more complicated than having the same spell multiple times and it is pretty intuitive; put in more mana in, get out more damage out.

Part of it is the hold over from the pre-mana system where you would get a certain number of spells of a certain power level. x1 level 5 power, x3 level 4 power, and so on, so it became useful to have the same functionality at differing levels of power. But once mana was adopted on whole why didn’t anyone make the change?

I would like to hope that the reason is just that no one thought of it but I don’t think I’m smarter than everyone working on some of my favorite games ever, and I’m afraid the reason is cheap lastability. I’ve talked about ‘Leveling though Numbers’ before and that is simply what this is, it is a false addition to the combat (false because the mechanic already existed) meant to give the players a false sense of achievement and growth.

Dragon Quest games still use this mechanic, Persona games still do too. Final Fantasy seems to have moved away from the same spell over and over but only in the sense that the entire series has moved away from the old battle model and not in the sense that they have stopped the use of leveling through numbers.

I’m not saying that these are bad series, or that games that do this are completely bad. Final Fantasy 6 is one of my favorite games ever and it does this in spades, but that doesn’t mean we should be okay with games putting in false growth to give the player a false sense of achievement. False sense of achievement is the Farmville method of addicting gamers to a reward feedback loop that doesn’t challenge them or cause them to get better at anything, even at the game they are playing.

 
 
Comments

Adam Rebika
profile image
The answer is pretty easy.
When you level up, you don't really become more powerful, as the ennemies you will face will be more powerful too - of course the numbers are higher, but relatively, it changes nothing from keeping all the numbers the same.
So, if your character unlocks a small fire ability at level 15, a medium one at level 30 and a big one at level 50, you will still feel more powerful - even though, ultimately, your fire spell will still take 20% of the average ennemy's HP. This is reinforced by the fact that the spell seems to consume more mana (even though it's the same portion of mana than the previous one, since your mana pool is bigger) and has a more powerful-looking animation.

Shane Murphy
profile image
I wouldn't say spell progressions like this necessarily come from a Zyngesque mindset. They provide a feeling of escalation: as the stakes of the narrative rise, the spells become more spectacular. In games that have historically relied on narrative assets as a primary selling point, I don't think a cosmetic progression that reflects the development of the story is so insidious. Also, in some games (Final Fantasy Tactics, for one) the differences between subsequent iterations of a given "same-name" spell are pretty substantial.


none
 
Comment:
 




 
UBM Tech