This alone will put your game far ahead of most jRPG combat systems. Of course, you aren’t required to have a grid-based (or hex-based) map with movable characters to create a good tactical combat system, but it’s an awfully effective way to introduce complexity using simple rules. Everyone (even your mom) intuitively understands the concept of moving pieces between spaces.īy using space in your battles, you add a new dimension to combat both figuratively and literally: the concept of attack range comes into play, and the player gains direct control of actions like fleeing and protecting weaker characters behind stronger ones.
Most people have played games like Candyland or Monopoly, to say nothing of Checkers and Chess. Adding a spatial dimension to combat increases its complexity exponentially without making it substantially harder for the player to understand. Perhaps the most powerful technique is simply to There is a veritable cornucopia of techniques that game developers have used in the past to make their turn-based combat systems sparkle with tactical possibilities, and I want to see new RPGs start using them with greater regularity. (Clarity also depends upon good interface design and appropriate visual cues to the player, but those things are basic to good game design in general, and aren’t worth discussing here.) The Four Virtues of a good tactical turn-based combat system are closely interconnected: with a handful of simple rules, a turn-based combat system can exponentially increase its tactical possibility space, thereby achieving the goals of both emergent complexity and skill-based outcomes to battles.Ĭlarity, in turn, arises organically if you do this properly: which is to say, if you don’t achieve complexity by overloading your combat system with arcane rules, the player should quickly be able to understand exactly how her actions will play out in combat, allowing her to plan ahead and strategize. If there is some randomness in the system (which there will be in most cases), the player has sufficient tactical tools at her disposal so that skilled play will almost always trump bad luck. The system is sufficiently deterministic that skilled play using a proper strategy will nearly always result in victory. The immediate consequences of various tactical decisions are made clear to the player. It creates complex gameplay out of a comparatively simple set of rules. A good tactical turn-based combat system exemplifies the following Four Virtues: If you’ve read my last article, this list is going to look familiar. The Four Virtues of a good tactical turn-based combat system I will, however, discuss the features that good turn-based tactical combat systems have in common, and cite games that successfully employ them. I’ll avoid naming particular games, since I don’t want to give the impression that all RPGs should employ combat in the style of any one particular game.
I don’t think that there is just one way to do a turn-based RPG combat system correctly. That should probably tell you something about my tastes. Of the six games I’ve released since I started designing games, five use turn-based combat, and I’m working on two more with turn-based tactical combat for good measure. Just the opposite: I prefer turn-based combat in my RPGs. Predictably, however, others responded in one of two ways: (1) “So you think a real-time, action-centered combat system is better?” or (2) “Name an RPG combat system that’s better!” A surprising number of people wrote in agreeing with me.
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This is the free Yanfly Engine Plugins library starter pack essential plugins bundle to help you get started with your journey on creating a new project in RPG Maker MV.In my last opinion piece, I provoked a certain subsection of the world of RPG enthusiasts by slaughtering a particularly sacred cow: the D&D-style combat system.