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Hi everyone!

First off, I found out the positive negative values problem. Reach did not support the negative values, but I git a sweet graphics card that fixed that.

Now, I am making an role playing game in XNA, and I am almost finished (got the world, storyline, bonuses, etc working). But I am working on battles, and I am wondering:

When doing RPG battles, should the battles be automated or controlled by the player. I've seen both done, but which one do you think more fits an RPG?

Thanks,
ge-force.

P.S. I might do an article about the RPG soon. :-)
Posted

It is a question about a preference. As for me, the player should handle a strategy and the computer should handle a system. The Baldur's Gate is a good starting point. Apparently completely different, but indeed similar, was Heroes of M&M. You can add a better graphics and more action sense, but the idea stays the same. In some modern games which call themselves RPG, like Skyrim or Gothic, the battles are actually clicking contests + stats comparison + health bottle stock -- this is not a way to go. Frankly, I would prefer to remove battles at all, but then the games I mentioned would have very little to offer. If your game is worth playing even without battles, then you can use any system you want to. You have go opposite to all of the other game designers and move the focus away from battles. But this is hard and needs a lot of creativity.

So, as I said -- give a player a chance to choose a strategy he wants to and not to care about the system under the hood. Ah -- no hints, like saying "for opponent X you need to use startegy Y". It spoils all the fun. As you can presume, I had those though ready to use since I like the topic. ;)

Good luck :)
 
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Thanks.

Yes, I decided to stick with the good 'ol battle style, and have the user control his player (which is a stick of gum).

But I have another question:

What makes a battle fun? I've seen a few RPG battles before, and most of them were downright boring. What actually makes a battle fun? Is it a battle were it is a confused melee, or where you get to in detail plan attacks?

Thanks (and sorry for the extra question).

ge-force.
 
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If you look at what´s popular, it is getting strong equipment to test on strong opponents and crafting.

If you don´t want an action oriented clicking contest I suggest you have companions your game.
Take a look at Star Ocean series, there you have realtime battles with companions controlled by AI.(Your character is not AI).
As the story moves on you can level their AI and make them fit their fighting style.
Final fantasy 12,Dragon age are also games with good battle system.
If you ask me I think the most fun battles are where you can set up a defense as well as offense.
Only offensive clicking is boring.
 
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