Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
What drives the developers of Unity?
 
Analyst questions validity of unusual January NPD results [16]
 
Skyrim wins big at 15th Annual Interactive Achievement Awards
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [21]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Rockstar San Diego
Gameplay Programmer
 
EEDAR
Business Analyst
 
Rockstar San Diego
Tools Programmer
 
Irrational Games
Systems Designer
 
CCP - North America
Sr. Tech Artist
 
CCP - North America
Lead Character Artist
spacer
Blogs

  sRPG Combat System: Combinations Galore
by John Mawhorter on 08/04/09 06:02:00 am
3 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 08/04/09 06:02:00 am
 

This is a scaling down of my real-time-turn-based idea. Tactical RPGs like Final Fantasy haven’t had many changes to their combat system in the last ten years. Generally it goes like this: select where to move, select what ability to use. Although it remains to be seen how RPG fans will accept a twitchier combat system, I think I have an answer.

An attack consists of a series of button presses, much like a fighting game combo (though obviously less complicated to pull off), each of which adds damage and/or effects to the stack. The final result of the attack, then, is whatever the player makes of it. This lets players tailor their attacks perfectly to the situation, creates impressive Street Fighter-style visuals, and requires a bit of finesse that could inject some much-needed excitement into a stale genre. Enemies fighting back or blocking would add even more twitchy spice to the soup. How each state or attack mixes with others would be the essence of the design of course, but you could have some pretty interesting times with context-sensitive abilities or limited mappings (you can only have four “active” abilities, each assigned to a face button) or even sets of abilities swapped in by hitting R or L.

Example: A to trip, B to stab, X to uppercut, Y to knock down. The player does X-Y-A-B. Knock down only works once in the air but does good damage, and once knocked to the ground the trip ups stab damage.

Example 2(more exciting): A is an ice bolt, B a hammer, X a blinding light, and Y a grasping vine. Y-X-A-B. The enemy is held in place so they can’t turn away to avoid the blinding light, then frozen and smashed into tiny pieces. Now I want to make a game all about smashing your enemies into various entertaining shapes and collecting their corpses, which give you ability bonuses based on their arrangement. Or perhaps you use them as puzzle pieces.

 
 
Comments

Joseph Cassano
profile image
Final Fantasy VI (Final Fantasy III when it was first released in North America), although not a tactical RPG, tried something similar with Saban's Blitz attacks (if my memory serves me correctly). These specials required the player to enter button combinations similar to those in a fighting game to pull off the full extent of the attacks.

Regardless, I like this idea. It adds a further level of interactivity to things. In that sense, it is even similar to Valkyria Chronicles; the player has much more control over what a "turn" entails without losing the tactical aspect.

John Mawhorter
profile image
There are a few games that have done stuff similar to this, but I don't think many of them get complicated or allow you to combine different effects and stuff. Barkley Shut Up And Jam: Gaiden (a final fantasy style parody/humor game) has little twitch-based minigames that affect damage which are cool, but nothing as detailed as what I'm suggesting.

Solus Lu
profile image
Namco x Capcom on PS2, and Spectral Force 3 on Xbox 360 both fit the description made in Example1.
But both of these don't give players the freedom of customizing their attacks, the moves for each button is set, I guess it's because they started out thinking in a "fightind game" sort of way.


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.