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  The Key to RPG? Attrition.
by Simon Ludgate on 04/29/10 06:46:00 pm   Expert Blogs   Featured Blogs
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  Posted 04/29/10 06:46:00 pm
 

I've been reading various articles on Gamasutra and other sites about Final Fantasy XIII and found myself somewhat concerned about the "where's the RPG gone?" sentiment. I couldn't bring myself to buy it after all the negative press, so I waited a few weeks and finally rented it to see for myself just what had become of the series. I wanted to see just what RPG systems still existed and what had been taken away. I wanted to see if I would actually enjoy it or not.

I was initially puzzled by the fact that I didn't get any gil or XP from fights, though I found out later that the entire level-up process was merely gated and presented to players later on in the game, just like everything else you take for granted as basic core game systems. The concept of "gating" content in RPGs isn't new, though FFXIII has taken it to a radical extreme that leaves me with a somewhat bitter taste.

Through the gates (of content).

For example, the traditional RPG "gates" the power of your characters in a strict sense by only providing gear apropriate for this stage of the adventure and by reducing (or eliminating) XP gain from monsters that are too weak so you can't level up too much before progressing onward. FFXIII takes the XP gating to a whole new extreme by limiting how much XP your characters can gain at any given moment; or, more precisely, how much XP they can spend on improvements.

All of this wasn't really that bad for me though, since I've never been one to level up TOO far ahead of where I should be. Still, I like to level up and improve things, and I'm prone to back tracking and killing some extra monsters to give myself a little bit of an edge over the next challenge. It was in just one of these moments that I discovered what was completely lacking in FFXIII: attrition.

See, in classical RPGs, HP and MP levels carry from fight to fight. If you take 10 points of damage in one fight, you've got 10 points less for the next. Regular monster fights in the traditional RPG model aren't designed to be life-or-death struggles; the player is EXPECTED to win. There isn't an expectation of serious challenge when you run into your first slime straight out of the starting castle. Instead, these monsters are meant to whittle away at your resources. 10 HP here, 10 HP there, eventually you're running low on HP and healing items, and you have to make a decision: do you go back to town, or do you press onward?

Attrition matters.

This use of attrition is what makes RPGs a strategically interesting experience. You may not know how much further you need to go, you may not know if tougher monsters lie ahead. Every time you backtrack to heal, you fight more monsters, gain more treasure and XP, and become a little bit more powerful so you can progress further on your next attempt. The "attempt" in a traditional RPG is a trip from a town to a dungeon and back to town, "failure" means you didn't clear the dungeon, even if you never lost any battles. Most importantly, "failure" meant progress; you didn't clear the dungeon, but you did get XP and loot.

However, attrition has been eliminated from modern RPGs. In Dragon Age: Origins, in Final Fantasy XIII, even in World of Warcraft you heal to full automatically after each fight. There is no slow whittling down of health, no draining of supplies, no attrition. Every fight, therefore, is challenging only in so far as you might die in that fight. And death, in an RPG, is a terrible, horrible, never-to-be-repeated experience. You get nothing from death. You don't get XP, you don't get loot, and, in many cases, you even rewind all the way back to your prior save point, losing progress. Failure in an RPG, in the absence of attrition, is un-progress.

Of course, it doesn't have to be un-progress. In World of Warcraft, if you fail to kill a boss, you simply come back to life and try again. This sense of "re-try" failure has hit in full force in FFXIII: every time you get game over, you get to re-try. No progress, no loss of progress, just endless repetition until you happen to punch in the correct series of attacks or get the right set of random numbers generated to win.

The absense of attrition in an RPG eliminates the strategic decision of pushing forward or withdrawing and replaces it with a tactical (at best) or purely random (at worse) series of encounters, each entirely self-contained and disconnected from the rest of your overall adventure.

But it's not just RPGs.

Incidentally, I've noticed the same absence of attrition in many other games. Traditional RTS games, where you build up forces and win based on managing your units in the face of limited resources, have been whittled down to tactical games ("real time chess") where you control the same set of forces through a series of challenges. Win or lose, your forces remain the same; each conflict has no lasting effect on your forces or your chances for continued success. Dawn of War II is a prime example of this sort of RTS conversion, as your squad of four units remains a squad of four units no matter how well (or how badly) you play each mission.

First person shooters have also eschewed attrition, at least in so far as amunition usage used to apply limits to your tactics in shooters. Doesn't anyone remember when you only had 5 shots with your BFG, and you had to make each one count? When you picked up a clip of anti-personnel bullets on the Vaun Braun and you had to decide which of the Many to unload them into? When you were bearing down on a squad of X-Wings and you looked at your concussion missle counter, trying to guess whether or not you could take them down with your lasers alone before they blew up the shuttles you were escorting? Ammunition-based attrition, of going for the "easy win" now or saving it for a tougher situation, was an exciting and thrilling part of gaming for me.

So where has attrition gone? Is it simply a silly mechanic that modern designs have eliminated as unnecessary?

Or is it, as I feel, a source of interesting decisions in games? Is it wrong for me to wish for attrition to make a triumphant return in game design?

 
 
Comments

ken sato
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Metro 2033? Limited ammo, great atmosphere, FPS.

The difficult thing with attrition is the balance between frustration and satisfaction. One of the things that always drove me nuts was reload, particularly on a nearly full clip. It almost became obsessive the way players would reload after firing one or two rounds and reload, losing only those one or two rounds. This 'real world' fallacy or short cut is rarely pointed out because the mechanic has become so consistent.

Personally I think 'showdown syndrome' would be a nice part of FPS titles. The fact that you get the jump on another player, squeeze the trigger, only to hear a click...because you emptied the clip trying to kill the last guy in the last time you got the jump on another player. It's one more thing to worry about but it's also one more thing to consider...

But aside from my rant (apologies) attrition became a stickler once most reviewers and players became wise to how it was obscuring actual game play. Most combat designers, while not shying away from repetition, migrated away from button mashing or mowing down endless hordes, and went for combination attacks, context based actions, etc.

In any case, attrition is always there. While it may not be the primary mode, it's a back up.

Mike Engle
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Are gradual widdle-down mechanics (attrition) actually "strategically interesting"? I think that's a tough argument to make, at least if we're talking about how it applies to most RPGs.

Losing 10hp per fight, and deciding to return to town at 15hp isn't really all that interesting.

More importantly, for FF13 we're comparing the loss of this minor strategic decision with the gain of each individual battle involving important tactical decisions (a tradeoff well worth it imo.) The main issues being the cost of failure, and the sometimes weak ability for the player to discern *why* his/her tactical decisions were poor in a given fight.

I'm not saying, "let's do away with attrition mechanics", but rather that we should keep the interesting attrition decisions at the forefront while discarding weak ones if they can't stand on their own. For these to be interesting decisions they don't even have to be consumable resources: even cooldown-based abilities in a MMORPG are an example of a strategic decision where the game rewards you for using that resource at the right time (although it's up to the specific implementation to determine whether "the right time" is always using them anytime they're available, which isn't as interesting.)

So I'd argue Attrition isn't the "key". RPGs are successful for the same underlying reasons of pattern-discovery and pattern-mastery that make any other genre fun -- but with a focus on persistent power accumulation. While attrition-based decisions are probably going to be part of this, they're not a requirement.

Roger Hanna
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A save-at-anytime design may necessitate removal of attrition as a gameplay element.

A fundamental rule of saving and loading is it's no fun to load into an unsolvable state.

Combine that with dungeon crawling and it's easy to conclude that a person who saves before the dungeon's boss should be able to give the boss a fair fight.

If you want attrition in your design, saving should be considered a resource just like health.
Then it just becomes a delicate balance of usability and challenge.

Meredith Katz
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This is a great look at what gives the traditional RPGs such lasting appeal and where the balance of gameplay comes in so strongly, I think.

One thing you didn't mention about attrition is that by having a standard of battle where damages can pile up and where you can gain XP continuously (even if lowered as your level goes higher) is that it also enables players to play their way.

I'm a leveller. I like to level to max before the end of the game if I can in RPGs. Final Fantasies? It's a goal. .hack? Hit level cap before the end of each game. Persona? I'm already playing 100 hours, what's another 30 to max out. Kingdom Hearts? You bet I hit 100, then used synthesis to boost my strength whenever I had the materials. I'm currently (I know, two years later than everyone else) playing The World Ends with You; I'm halfway through Joshua's week and at level 72. I enjoy setting myself goals and helping myself push through.

In contrast, my girlfriend's a speed-player. She rushes past random encounters if they're onscreen and avoidable (like Kingdom Hearts), lowers the level in games that let you adjust that (like TWEWY) to beat the game as soon as possible, or uses items to reduce the frequency of encounters. This isn't actually an easier way to play, because it means at required battles, she's fighting at a lower level (and thus needing more skill and strategy to win) than the designers made the bosses for. But it's how she prefers to play -- she doesn't enjoy the grind of similar battles over and over so she tries to hit as few as those in favour of the plot-based ones, which she finds more interesting and enjoys the challenge of fighting them at a much lower level than she 'should". She has a Kingdom Hearts game where she's fighting Riku in Hollow Bastion (near the end of the game!) at 15 hours in, severely underlevelled, and although she's lost it the last 25 times she's tried (and oh, how we wish we could skip that cutscene before it. KAIRI'S INSIDE ME???) she enjoys the strategy and dodging elements that it takes for her to work at it. And, I note, that part of this challenge is that you have to fight a bunch of Heartless on the way up to Riku, so you're already entering the battle damaged.

I haven't played FF13 yet, but I can tell from this writeup that the XP-controlling nature of it, combined with the straight-up linearity, combined with the lack of attrition, will make it difficult for either of us to play as we like.

Simon Ludgate
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@ken,

You're right, I haven't played Metro 2033 yet, but it does look like the kind of attrition-driven game that I'd enjoy; I'll have to check it out next!

In regards to ammo and clips, I remember playing Rainbow Six: Raven Shield (back when realism was a strong driving factor of the series) and that game treated each clip as a separate entity, keeping track of ammo levels in each. When you switched clips, you weren't reloading ammo from a "pool" into your "gun" you were swapping one clip for another, so if you cycled through your six, you'd start putting half-used clips in your gun. Mind you, that game also took realism to the extent that, if you chambered a round and reloaded, you'd keep the chambered round and go from 30 rounds to 31 rounds... good times :)

@Mike,

I think that form of attrition is interesting, especially when you're presented with alternatives. For example, what if you're a few fights from leveling up, and the game restores some or all HP or MP when you level? Then, while you might be low, you might also chose to try and stick it out to level up to heal and keep going. Likewise, what if you have limited healing resources? Then you have the strategic decision of using some and pushing onward, or returning to town and healing for a lower cost to save up for a more expensive weapon upgrade. These are, by and large, "grind" related decision; the player is setting their pacing in the game by trading off early progress for long-term gain. Players such as myself strongly enjoy this kind of decision-making.

@Roger,

Saving anywhere doesn't necessitate removing attrition so long as you provide players with multiple save slots and a basic education in the principle of having a "safe save" (eg: in town) and a "risky save" (eg: in the dungeon), such that, if attrition renders their risky progress untenable, they can always return to the last safe save spot.

@Meredith,

Your examples with .hack reminded me of my own experiences in those games, though they weren't quite as positive; I had so much fun leveling up that I capped out well early in the story, then had horrible scripted events where I'd go into a battle, one-shot the monster, and immediately proceed to a cut-scene showing me being defeated by said monster. Ooops!

Though, conversely, setting one's own pacing, especially through attrition, is what makes games like Disgaea so wonderfully fun and addictive. Choosing to continue forth in an Item World or evacuating to town to heal up is the epitome of attrition-driven pacing. I should have mentioned how well Disgaea implements attrition in my original article; should I write a follow-up about it?

But in FFXIII, you can't "overpower" encounters. Because of how XP is capped, even if you spend hours grinding random monsters, you can't be more powerful than the game designers intend for you to be in any given encounter. Levelers like us are out of luck :(

Dave Endresak
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Simon, I think you are offering some observations or criticisms about specific games, but those specific observations cannot be generalized. For example, you focus on the idea of attrition and basically state that games are now designed without it, yet Star Ocean: The Last Hope and Tales of Vesperia are both recent games that have the specific design elements that your examples lack. If you go to games such as Bethesda's offerings, you have attrition to the extreme where each use of a weapon not only uses ammo but also causes wear and tear that will eventually break the weapon (or armor if you use armor and get hit).

I started playing electronic games with Pong and the original Atari system, and I played AD&D when it was first released. I also tend to jump around a lot between a wide variety of games due to my tastes varying day to day. However, I don't play most of the games you specifically mention or allude to in your article, and perhaps one reason why is because they simply do not appeal to me for one reason or another. There are plenty of games to play, though. Perhaps the lack of certain design elements that you find enjoyable means that you are simply trying out the wrong games and would be happier playing other titles.

Of course, there are also titles I've tried that others enjoy but I find completely boring or unenjoyable for various other reasons. All of us suffer from such experiences, right?

Meredith Katz
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@Simon

That's the big trouble with some of the scripted events, like the tournaments in G.U., absolutely. I wasn't a big fan of taking Alkaid down in one hit then having the cutscene telling me I was losing to her! But the final enemies of the GU games more or less required you to be levelcapped to deal with them effectively. It wasn't totally well-balanced -- but it did have a satisfaction for me (especially when levelling new party members by taking them into, like, a level 150 area and having Haseo take things down, then watching them go up five levels at a time!).

I'd love to see a Disgaea writeup! It's a game permanently stalled for me on the (second?) final boss because I needed to go out and level more in the item world and then something new and shiny (don't remember what now) came out and I got distracted, but I remember how much I loved that game, and a good writeup on the mechanics might be just the thing to get me to pick it up again. *g*

I'll admit that prior to this VIII was my least favorite Final Fantasy because of how they "Balanced" the enemies -- the only way to actually level up to overpower them was a technique known as "Dead Squalling" -- kill Squall and keep him in your party while the REST of your party members level up, because the enemies level with Squall. Not exactly intuitive and not something I did, to my detriment! I never ended up finishing 8 because of the whole leveling system. Hearing about the XP cap is a big downer on me actually picking up XIII. The curse of the (x)III...

Meredith Katz
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@ Roger

Follow-up on Simon's suggestion about safe/risky saves, there's also the option of making "Escape" work 100% of the time if the player is under 20% health and disallowing enemies getting ambush/preemptive strike on the player if they are under 25% health or something of the sort -- tweaking the mechanics to make it possible for the player to choose not to fight with accuracy if they're at lower health/higher risk.

(Incidentally, although I have no proof, I THINK the megaten games -- at least the PS2 era ones -- do this. I've noticed a much higher chance my party could escape if the party was low on health, or if 1 or more party members had a status ailment, then if I tried at good health and no ailments. It's an invisible mechanic or so, but it's the thing that made me think of the above suggestion.)

ken sato
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Well Borderlands scaling system has a nice balance of difficulty to level. I do like the fact that you can progress in the game farther than you can level up, getting to specific game enemies before being prepared in ability and equipment. The balancing has its faults but does allow for replay ability or playing the same encounter without rolling over the challenge aspects of the game.

The quirky thing about attrition is that it can be perceived as being a sign of inefficient design. (Please don't flame me, I said perceived!)

The real difficulty in not just explaining or exploring a mechanic is the amount of time spent the implementation to the feature set of the title. In some cases, it can break the entire flow or concept of the game. While there are still challenges to modify in cycle or adapt rather than redesign, the risks are the same and if there are too many features to balance, unless it's a deal breaker it will probably be cut.

(Side Note: An vet designer once told me that he like to include features that he knows have a high degree of being cut so he had something to negotiate away. Weird.)

Meredith Katz
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Dave said: "If you go to games such as Bethesda's offerings, you have attrition to the extreme where each use of a weapon not only uses ammo but also causes wear and tear that will eventually break the weapon (or armor if you use armor and get hit)."


Incidentally, as a fan of attrition, this is one of my favourite mechanics to play with in games if it's done right. Vagrant Story did weapon damage with the note that you could go to workshops along the way and repair your weapons, which was vital so you could build up an individual weapon's strengths against different elements (the element/race system of weapon damage was pretty crazy in VS and an incredibly high bar since damage could go from 50 points down to 0-1 if you're using the wrong stuff), as well as building P.P. (...what were they, Pain Points?) which could be used in special techniques to unload as extra damage. (Which was basically my twinked out way of not taking three hours to take out the final boss.)

Actually, for those interested in Attrition-based mechanics, I strongly suggest checking out Vagrant Story (psx game). As well as the above, individual body parts, when damaged, cause effects (the legs, past a certain point of damage, cause 50% move, for example); there is the "Risk" system (the more you 'chain' attacks the higher the protagonist's adrenaline gets and thus the greater their chance of missing, but the more damage they do if they hit)... HP and MP both restore over time, which is a different sort of trade-off in that it adds a sense of recovery time for drastic injuries, and "Go ahead, work through it" for less drastic ones.

You can't level in VS effectively in the standard sense -- there's no XP or levels. Instead, you get 'roulette wheels' at the end of each boss fight which, on selection, give you some plus that is permanent to your character (+1-5 HP, +1-5 MP, +1 strength etc), and there are items to find throughout which also give you between 1-5 of these. However, new game plus allows you to keep your character at exactly the strength and equipment of the end of the previous game, which means you can continue to build through replays (and the story is both strong enough and intelligent enough to inspire replays, as well as there being achievements long before publicly shared achievements, so goals set to do so -- some of these are entirely replay-based, like "Play an entire game without using magic" or "finish within 6 hours" -- which more or less requires being strong enough to be on replay 5 or so, btw). And that's the other advantage; the more you play, the less time it takes for you to replay, so it's not the same "I've done this all before, I don't want to put ANOTHER 45 hours into it" situation.

/game rec.

Adam Bishop
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While I enjoy the attrition mechanics of the classic FF style RPGs, I think there are other RPGs that are very much in that vein that don't use attrition at all. Chrono Cross is an excellent example. At the end of every battle in Chrono Cross there was a "heal party" option. Because most of your spells were limited per battle and not by an overall meter, if you saved your healing spells you could virtually always have fully healed characters at no item or ability cost. It was actually a really great idea, and I'm amazed that I've never seen another RPG with an automatic "heal party" option.

Joshua McDonald
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There is more to attrition than a simple risk-rewards mechanic. It has other effects that I think influence gameplay a lot more:

Most importantly, it raises the intensity of the game by making your performance matter in every battle. In a game with no attrition, any battle except the most difficult are played half-heartedly because it's all the same in the end. One of the reasons grind-focused games never have attrition is because high intensity gameplay generally doesn't mix with endless hours of grinding.

I'm currently playing (and thoroughly enjoying) King's Bounty: Armored Princess, which has one of the harshest attrition mechanics I've ever seen. The result is that every battle, even the easy ones, are done as carefully as possible because better performance makes a huge difference. The game is far more tactical than most other RPG's (It's actually debatable whether it fits better into turn-based strategy or RPG), and the attrition means that tactics matter in every battle instead of just the boss fights.

Like most mechanics, it belongs in some games and not in others, but I do think it should probably be used more than it is.

Chi Yan
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I think the players should be interesting and curious about passing through the gate, not the afraid or worried.
Oriently , when I played the tranditional RPGs, I was the leveler and couldn’t stop to level up until I felt my ability could afford the following boss. This leads to that every time I was on just the map before boss, I needed to waste lots of time rise my own ability, a whole day on the same map sometimes . Go back or press onward is just the complex stuffs, neither interesting nor strategic. The basic reason I found is that I was afraid to fail the game and made myself un-level and usually I lost my interest in replaying. Thus, less game I played the final end except the game with perfect story. I prefer to experience stories, interesting pictures, massive abilities and items in RPGs. If I go back, I wish it’s because of the items or other elements, not XP.
The attrition, I think, could increase the strategy and challenges of the games, but it could be the barriors for some players like me. Lots of games without attrition are popular like world of warcraft. It totally drop attrition because there’re more elements which make the players feel challenging in each battle. Attrition is transformed to other states rather than totally given up. Achievement system adopt attrition, for example, the H mode of TOC. So the way of attrition could be transformed to diverse new forms used in games.

Mark Venturelli
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You're absolutely right about attrition at the core of games being all but abandoned in recent design trends. Which, frankly, I think is very positive.

Attrition isn't the most interesting of mechanics, specially - as you pointed out - when most of its uses occur in systems of incomplete information and a lot of random variables. If you play a game like Monster's Den, which I enjoy a lot, you still have that old-school attrition game, but it provides you with enough insight about the next rooms and monsters to make informed decisions about pushing on, healing or going back to the shop.

But the formula "town - dungeon - out of potions - back to town" is dying because it's just not very fun and has been overdone already. Even Diablo 3 seems to be dropping the potion game, which I think is a great move - now they need to create better encounters, instead of just throwing weak enemies that are expected to deal X damage and die, until you are out of potions and have to go back to town.

Of course, FFXIII is a stupid game, but not just because it removed attrition. The designers just didn't bother with replacing it with something else.


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