My idea is similar, from a gameplay perspective, to the standard CRPG Final Fantasy method. However, what I propose is a more intricate use of time in the system. I tried not to outline an actual system, because it would invariably have led the discussion into a high-resolution analysis of my prototype, which loses sight of the idea, but I see now that I have little choice in the matter. I''ll do my best.
First, though, some more preaching on the idea. If it bothers you, call me a nasty name and skip my post. My objective is to take a few of the things that current RPGs represent with progress bars, attack animations or hit points and replace them with the actual events for which they stand in.
For this small example, I''ll address HP, active turn meters, and simple attacks. I''m not going to get into magic, or super attacks, or whatever. This will be very basic, and I do not intend it as a game idea. Purely hypothetical; purely academic.
HP, as I stated in a post on the
A RPG Without Numbers? thread, isn''t just the pain level and blood loss of a character. It''s a constellation of factors, including physical endurance, evasive capabilities, blocking ability, and in some cases item properties. So when a guy has 500 HP, and can withstand 3 "hits" from an ogre, no RPG designer ever intended that to mean that this guy could take a punch from a twelve-foot monster and keep fighting. HP is "hit points" not "health points". More recently, however, with potions and ethers and such, HP has become a reserve of strength, a cushion to absorb blows. No P&P character could survive having an arrow shot through his eye socket. HP was his ability to escape it, not to withstand it.
So, in CRPGs, where computing power is available and can be used to simulate things like endurance, speed, dodging, blocking, and geometrically accurate hit detection interacting with armor placement, simply awarding a character with 55 more HP at level-up is an anachronism. Better to let that character dodge, or block, or take it on the shield than to just let him absorb another axe-blow. After all, a sword going through the torso of an experienced warrior would do just as much damage as that same sword going through the torso of a serf, or a wizard, it''s just way harder to get that sword into the warrior, on account of his armor, his smarts, and his spear. That''s my take on HP.
Active turn meters are a relatively new phenomenon in CRPGs. I think I first saw them in Final Fantasy 2 (4). The idea is that a little meter fills up at a pace modified by the character''s attributes and equipment, and when it''s full, they get to do something. It''s a quantum leap from "turn-based" games, but it''s still flawed. What is the character doing during that time? Catching his breath? Looking around? Re-establishing a psionic link with the player? No. That feature was intended to cause actions to take time. A slow character takes longer to walk up to the bad guy and stab him than a fast player does, and so what you''re doing is paying the time in advance, and then executing the action instantaneously. It doesn''t take into account things like what kind of attack it was (unless you take casting time into account) or other nuances of the event. Even a slow character can quaff a potion faster than a fast character can run across the battlefield and stick a knife in an orc. A better way to represent the consumption of time must be found.
Attacks are the lamest element of modern CRPGs, but their lameness is closely related to the highly simplified HP system that''s still around. In a nutshell, you hit the "attack" button, your guy sprints over to the target, hacks it mightily, then runs back to formation and chills out while his speed meter refills. Maybe in that time the baddie lumbers over and gives him a scratch or two. The important thing, though, is that all those fancy animations and graphics are but a mask being held up in front of a couple of twenty-sided dice. In an attempt to fancy the system up, things like dodges and parries have been added in, but of course these features are redundant and cosmetic, since their influence on battle has been included already, under the blanket of HP.
Again, modern computing techniques can be brought to the rescue. The numerous factors that are lumped into HP, the clumsy inclusion of time, and the mechanical foundations of attacks are three persistent weaknesses that can be eliminated simultaneously. Here''s how:
A warrior with a sword engages a warrior with an axe. They''ll be referred to by the names of their weapons. For dramatic effect, they''re alone and evenly skilled.
At the outset of the battle, the characters choose actions simultaneously. Speed is not yet a factor. Each selects an action and a target. For this example, there will be only two actions: Engage and Evade.
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Sword engages Axe.
Axe engages Sword.
They run, in realtime, toward one another, slowing as they approach contact distance. Sword, being a little faster/smarter/crazier, attacks first, with some kind of slash. Axe manages to dadge the attack by stepping backward, but he is already beginning his counterrattack, a two-handed swing of his massive weapon. Sword, recovering from his first swing, uses his sword to partially deflect the axe and duck under it, and darts a thrust toward Axe. It glances off of Axe''s armor. Axe, using his inertia, comes around again, and sword is forced to disengage and retreat a few steps. The whole thing took about three seconds, and now the player gets to choose another action.
That event was what the active turn meter represents. Both characters have now ended their active attack. Nobody was hurt, but Sword is a little off-balance, so Axe gets to a "stable position" first, and so his player gets to choose an action first.
Axe engages Sword
The choice is made to press the advantage. While Axe takes a few menacing steps to close distance with Sword, Sword gets his act together and chooses his next move.
Sword evades Axe
Sword makes a little feint, and when Axe starts winding up his chopper, Sword gets the crap out of there. He gets out of range and circles a little way to Axe''s left flank, then he''s ready to go again.
Sword engages Axe
Axe is still recovering from his ineffective attack, so when Sword descends on him, he just barely gets the chance to respond. A clumsy block stops Sword''s first attack, but his follow-up cuts Axe pretty badly in the leg. Despite this distraction, Axe keeps his feet and while Sword recovers from his lunge,
Axe evades Sword
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And so on. Now, before you start, bear in mind that this was a showcase of the system, and although it seems to be slow and clumsy, the above encounter would take about twelve seconds, not counting decision-time.
In a more casual fight, between Sword and two Imps, it would look like this:
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Sword engages Imp1
Imp1 engages Sword
Imp2 engages Sword
Sword closes distance swiftly, beats Imp1''s little spear out of the way and sticks his own blade through Imp1''s head. Imp1 dies. Imp2 takes a shot at Sword from the right, but Sword''s agility and skill allow him to deftly deflect the blow. Imp is now off-balance, and so Sword gets the next move.
Sword engages Imp2
Sword swings his sword at Imp2, and Imp2''s shoddy defensive stance manages only to deflect Sword''s blade enough to earn him a serious chop in the left arm. Now Imp2 get''s to go.
Imp2 evades Sword
Imp2 heads for the hills, but sword is ready to act almost before Imp2 turns around, so the next command,
Sword engages Imp2
Has Sword taking three quick strides and decapitating the imp from behind.
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Four-second battle. No HP (in the classic sense, anyway), no timers, and no exchanging of blows. XP system does its thing, and back to the overworld map, or whatever.
That''s not a perfect expression of what i have in mind, but it should help clarify it. And again, this game would not be much fun, due to the simplicity and limit of choice. It''s not a game, it''s just an example of three aspects of my argument. I may or may not be way off topic.