Weapon X
Posted in CRPG, Development on June 26th, 2009 by adamantyr – 6 CommentsI’m stuck in design quandaries.
A staple of CRPG’s is a scaling power system. It can be summed as as, with time and play the characters get stronger.
This is a necessity in a CRPG for a few reasons:
- Players need a sense of advancement, or it feels as if they’re not accomplishing anything.
- Players need challenges, and stronger foes are more challenging and interesting. They also add to the sense of advancement; players needed to play more to get to the point they could defeat these enemies.
- Items and equipment in the game need a reason to be sought after… greater power is the best reason.
This does not mean necessarily that you need to have a level system. This is just one expression of the idea of advancement and power over time. You just need to make sure that game factors scale up as you play.
At their worst, though, level systems become just another boring activity to do, namely, level up so that you can do something interesting. Many older CRPG’s suffered from this problem. Old school CRPG’s tended not to warn you about this until you found out the hard way in battle that you were in over your head.
Newer CRPG’s, especially JRPG’s, prepare you with carefully scripted and elaborate mazes of invisible walls and choices so that you are (usually) strong enough to deal with the next event upon finishing the prior one. However, there was often some gaps here that could be taken advantage of.
For example, in the original Final Fantasy, the game had seriously nasty level-grinding. You spent most of the game killing monsters for loot and experience to get strong enough to actually do the main quest lines.
However, there was one place in the game (pictured at right) that carried over into a higher-level monster band. Once you could cast Cure2 and Fire2 spells, you could take on some of the monsters here and get a far greater amount of gold and experience. (Although one fight was usually enough to seriously deplete your party, if not kill a few members.)
Anyway, on to the problems…
I think I have a pretty good model in my mind on how to do fatigue. This would replace mana as a character factor; spells cost fatigue to cast instead. Actually, most combat actions cost fatigue, which recovers slowly during combat and (probably) instantly outside of combat.
The goal is to manage fatigue well enough to avoid exhaustion, which occurs when you max out the fatigue meter (probably around 8-10 units). Exhaustion is like permanent fatigue which reduces your fatigue capacity. Spells castable only outside of combat would cost exhaustion instead of fatigue, otherwise there would be no point in applying any penalty.
Where I’m stuck is with health and wounds… The problem is, I’d like to have the number of wounds be a static small number, around 3-8. However, this does not scale very well with power.
One idea I had to deal with this was to introduce “scratches” as well as wounds. Most damage is measured in scratches; criticals do wounds. Enough scratches turns into a wound. Still, this just makes scratches a fancy way of expressing a larger value, so I’m not keen on this idea.
The main problem is, wounds really can’t be static… but I don’t want huge big counts of hits, like hit points in most CRPG’s. I’m also aware that abstracting too much can lead to an unsatisfying game experience; if players can’t measure the effect of a new weapon or suit of armor to know if it’s doing them any good, it’s liable to be frustrating.
Anyway, I’ll devote some gray cells to it this weekend… I have to find the solution!