When posting about their fancy creations, people sure like pointing out when their game doesn’t have random battles. A popular system has all battles be event based, letting you see your enemies on the map so you can avoid them if desired (like Mario RPG of FF12 in the professional realm). Of course, a lot of the time the game is still balanced with these battles in mind, so you’re stuck going through the battles anyway just to keep your characters strong enough for the bosses. Or, you have to go through these non-random battles because you need gold, or new skills. See, that’s the problem. The battles aren’t random anymore, but you’re still forced into them out of necessity. You’ve actually changed nothing.
This is made worse by the fact that most battles are freaking boring. Attack, attack, attack, attack, victory. Next battle, attack, attack, attack, attack, victory. Same thing over and over again. Boss battles are worse. These battles should be unique, yet even in professionally made games bosses are usually just enemies slightly stronger than the usual enemies for an area, and maybe they have one or two special attacks. So now it’s attack, attack, attack, heal, attack, attack, attack, heal, attack, attack, victory.
Do you see the problem? We’re being forced into repetitive battles over and over again. This is an even bigger crime with user-created games. You are not a professional, and your game isn’t perfect. We need to evolve.
What do I think would be better? Now, I use RPG Maker XP, and you can do just about anything with it. But even when we were all using RPG Maker 1 on the Playstation, we could have done a lot more with our battles than we did. For example, instead of having twenty boring battles in a dungeon, what’s wrong with two or three interesting and challenging ones? Ok, but now your characters wont get as much experience and gold? So what? Change your system. Stick some more side quests in there, give them experience for finding hidden places (exploration is encouraged even more when a player doesn’t have to go through five stupid battles just to see what’s around a corner). Who says skills should only be learned when you level up? It’s about changing things up, don’t be afraid to try something different.
Since we’re having fewer battles compared to the norm, we better make them good. How do we do that? Making them more challenging is a good start, and I don’t mean just upping the stats of the bosses. Throw some curveballs in there, make each battle unique. Maybe one boss switches your characters HP with their MP, and another boss automatically regenerates every time your characters heal. Give your players challenges and make them develop strategies. One of the things I’d love to do is create a battle that takes a long time to play, yet stays interesting. How do you do that? Tell a story within the battle. Every battle should tell a story, change the combat on the fly. Once again, throw curveballs. The demon your party has been battling the past few turns possesses one of the party members, now your party is fighting a demon plus one of their own, but it’s game over if they kill their ally. A few turns later, the possession ends and the character rejoins the party, but now all of his attacks are healing the demon. It can be done, even on RPGM1, and it’ll make every battle more fun and challenging. I just gave a few examples off the top of my head, if you use your creativity, the possibilities are endless.
We’re so used to the traditional way of things it’s like our willingness to improve has died. We have these tools that give us endless potential for creativity, but so often we stay on the beaten path when we should be exploring. I hope I’ve given you some food for thought. Whether you actually take my suggestions or not doesn’t matter to me, but the things I’ve mentioned above are the things that I’m going in my game, and I’m enjoying the creation process much more because of it.
This is made worse by the fact that most battles are freaking boring. Attack, attack, attack, attack, victory. Next battle, attack, attack, attack, attack, victory. Same thing over and over again. Boss battles are worse. These battles should be unique, yet even in professionally made games bosses are usually just enemies slightly stronger than the usual enemies for an area, and maybe they have one or two special attacks. So now it’s attack, attack, attack, heal, attack, attack, attack, heal, attack, attack, victory.
Do you see the problem? We’re being forced into repetitive battles over and over again. This is an even bigger crime with user-created games. You are not a professional, and your game isn’t perfect. We need to evolve.
What do I think would be better? Now, I use RPG Maker XP, and you can do just about anything with it. But even when we were all using RPG Maker 1 on the Playstation, we could have done a lot more with our battles than we did. For example, instead of having twenty boring battles in a dungeon, what’s wrong with two or three interesting and challenging ones? Ok, but now your characters wont get as much experience and gold? So what? Change your system. Stick some more side quests in there, give them experience for finding hidden places (exploration is encouraged even more when a player doesn’t have to go through five stupid battles just to see what’s around a corner). Who says skills should only be learned when you level up? It’s about changing things up, don’t be afraid to try something different.
Since we’re having fewer battles compared to the norm, we better make them good. How do we do that? Making them more challenging is a good start, and I don’t mean just upping the stats of the bosses. Throw some curveballs in there, make each battle unique. Maybe one boss switches your characters HP with their MP, and another boss automatically regenerates every time your characters heal. Give your players challenges and make them develop strategies. One of the things I’d love to do is create a battle that takes a long time to play, yet stays interesting. How do you do that? Tell a story within the battle. Every battle should tell a story, change the combat on the fly. Once again, throw curveballs. The demon your party has been battling the past few turns possesses one of the party members, now your party is fighting a demon plus one of their own, but it’s game over if they kill their ally. A few turns later, the possession ends and the character rejoins the party, but now all of his attacks are healing the demon. It can be done, even on RPGM1, and it’ll make every battle more fun and challenging. I just gave a few examples off the top of my head, if you use your creativity, the possibilities are endless.
We’re so used to the traditional way of things it’s like our willingness to improve has died. We have these tools that give us endless potential for creativity, but so often we stay on the beaten path when we should be exploring. I hope I’ve given you some food for thought. Whether you actually take my suggestions or not doesn’t matter to me, but the things I’ve mentioned above are the things that I’m going in my game, and I’m enjoying the creation process much more because of it.





Bleh...
]In RPGM3 I have enemies that you have to use stratagies in order to defeat them. I like making players figure out their enemies more than just a slew of "Weaklings" ala Golbi
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