Quote:Original post by Way WalkerQuote:Original post by BBHudson
You don't need (and infact shouldn't have) miss chances in an action RPG, as the characters "skill" should by definition be superseded by the players skill.
Yeah, that pissed me right off in Secret of Mana.
Oh I'm not saying action RPGs can't work with random numbers, but that they can work without, like in Oblivion (most of it anyway). I don't want to take anything away from SoM or anything (it's actually one of my favourite games of all time), but it wasn't heavily based on player skill like some more modern games are. I mean you can't block an attack actively, so it makes sense that you get a random chance of blocking/evading etc.
Quote:Original post by Way WalkerQuote:
The other sub-genre that doesn't really need random chances is the strategy RPG. If your game is heavily reliant on strategy then there really is no need for random chances. Which is the better strategy game: Backgammon or Chess? Obviously chess since although backgammon contains many elements of strategy, it also involves a great deal of luck, whereas chess is entirely dependent on the players strategy. I've yet to see a strategy RPG that completely removes random chances though. This is probably due to the inherent progression system that an RPG must have - how does one make a battle balanced if when character is at a higher level than another without random chances?
Final Fantasy Tactics came to mind. They didn't remove random chances, but most of the time your chances to hit were pretty high. The random chance encouraged more strategy (or, tactics, I suppose) because to get this "nearly certain hit" you had to get around behind the enemy.
Rofl, that's another of my all time favourite games :) You must admit FFT was much less dependent on random chances than your average menu based RPG. Since it was half and half with strategy and luck it did work well like you said, but in a system with a greater emphasis on strategy any random elements would become a real annoyance. Just thinking off the top of my head... for instance if moving a unit to a particular position prevents an enemy moving past adjacent squares, then you wouldn't want a random chance that the enemy could slip past, as this negates any plan the player has formulated. Like I said, it's like backgammon vs. chess; in a game where strategy is as key as it is in chess, you wouldn't want for instance a probability that your knight will fail in capturing a pawn. Of course I doubt anybody is ever going to create an RPG battle system as complicated as chess.
Quote:Original post by Way WalkerQuote:
In an RPG that has neither a predominant twist towards skill or strategy, the need for randomness is greater. For instance if you can't beat a boss, how are you to win next time you try if there is no alternate strategy or no skill tests you could have done better? In most RPGs you'd basically try the same thing again and hope that luck is on your side this time.
In short: if you want to remove all random chances from the game then you will need to implement the use of skill or strategy from the player in a considerable way. This is of course no bad thing, and should probably be done with all RPGs :)
I disagree. A lot of the fun in focusing on character skill isn't in the actual battles but in setting up your team for the battle. It's a cultivation thing. It's a "get them, my pretties" thing.
I guess I can see that; character customization is one of the few things that modern RPGs do quite well IMO. Particularly in team vs. team settings, designing characters to cancel out the others weakness can get quite strategic, though in reality there is always a set of builds that will strongly counter your own, so really you are just playing a big game of Rock/Paper/Scissors. I'd rather see a system where the players have to outwit each other actually on the battlefield rather than off it - attacking in such a way to strike at your opponents weak spots while covering your own. Well, it's got to be better than *click* *click* *click*...