I'm bored, random RPG thoughts
PostPosted:Thu Mar 15, 2001 6:44 am
<div style='font: 12pt Modern; text-align: left; '>Music - Was trying to listen to "The Girl Who Stole a Star (Chrono Cross CD 3, track #6) and accidentally got "Orphanage of Flames" (track #5). Didn't help my headache, but it did remind me how I thought these two tracks would make a really great battle theme. Of course, I'm not talking about your generic enemy or even boss theme, but it'd be great to have battle themes tied into the personality/atmosphere of what's going on. Frankly, at the current state of RPG, all battle themes sound alike. Some suck, some don't, but they all have the same feel (well, the ones that really suck don't have any feel to them). Aeris's theme (Jenova LIFE) is the only one I can recall that doesn't sound remotely like anything else that's used for battle. "Those Imprisoned by Fate" (CC, versus Miguel) is a close second. Everything else is just... well... battle music, and I'm a little bit tired of them by now.
On random symbolisms - Do you know that Kid's blue eyes symbolize the ocean? When you look into her eyes in the CG cutscenes, you can see the primordial soup and whatnot. Notice she's always waiting by a beach. Notice how the game opening always begins at some kind of ocean scene? The last guardian is the Blue Guardian even though he goes out of order for the Melody of Time. Chrono Cross is written in an oceanic blue color. The scary thing is that I'm not making this up, go play the game you'll see all the random ocean symbols, especially the ones around Kid of the Fire attribute which makes absolutely zero sense. I don't know, maybe she's supposed to be the symbol for the Frozen Flame, since she's Fire and Water and the same time, though I'm more willing to bet Square just forgot what they wanted her to be at the end.
On healing spells - I'm of the opinion that we need to do away with healing spells. That's right, get rid of them completely. I've been wondering why the RPG combat system hasn't changed in about 15 however long console RPGs been around. It's really because of the ability to heal on demand. The only way you can make healing balanced is that if by casting healing you die or something, but that's not going to happen. Healing, in its current form, is a get out of jail for free card. There's never a bad time to cast a healing spell, and the MP used for healing is never wasted. For healing to have a strategic value, you'd have to situations where it is better to not heal but instead cast some other magic, and this just isn't something that's happening with RPGs right now.
On battle systems - All powerful moves should cost HP, and lower maximum HP for a fixed duration (if we can't get rid of Healing). All powerful spells should be treated the same way as well. There should be moves that you use that prevents you from being able to be healed. There should be moves the enemy can use that does the same thing too. It just doesn't make sense to have stacks of Elixirs or whatnot and just keeping on toss on your guys. "You still alive Joe? Here's an Elixir. All better now!" Bosses should be doable on a single bar of HP not because they're easy, but because it's supposed to be that way because you can't rely on being able to heal ad infinitum.
Magic regeneration - You should regenerate MP. Doesn't make sense all your mages are always meleeing stuff to conserve MP for the boss. You shouldn't be casting Ultima or whatever on the little guys, but casting no magic is pretty ridiculous. The only game I have my mages cast regularly are Grandia (because of the HP/MP restore before bosses) and Lunar (because magic casters do insignificant damage against most bosses anyway).
Magic/Melee balance - Almost every RPG has too much in favor for the melee. Magic should be powerful, for a price. Needless to say I'm for getting rid of MP restoring items as well.
On the general state of boss battles - Boss battles should be more like a fighting game then C++ code. Currently most boss battle goes something like:
while (boss != dead)
while (HP > boss's strongest attack)
use strongest attacks
cast Healing
Yeah, you can make the battles artificially diffcult, but that's all you've done. You just make people heal earlier by pumping up the boss's attack level. If they've more HP, you just drag out the fight longer. The battle system in RPG is currently stagant. Diffculty is basically nonexistent. You either have enough levels, or you don't. AI for enemy is for the most part nonexistent, otherwise the game would be too hard. The AI shouldn't have to act dumb to make the game fair. There should be enough drawbacks to using your strongest attacks every turn, for you and for the boss, that you wouldn't do it!</div>
On random symbolisms - Do you know that Kid's blue eyes symbolize the ocean? When you look into her eyes in the CG cutscenes, you can see the primordial soup and whatnot. Notice she's always waiting by a beach. Notice how the game opening always begins at some kind of ocean scene? The last guardian is the Blue Guardian even though he goes out of order for the Melody of Time. Chrono Cross is written in an oceanic blue color. The scary thing is that I'm not making this up, go play the game you'll see all the random ocean symbols, especially the ones around Kid of the Fire attribute which makes absolutely zero sense. I don't know, maybe she's supposed to be the symbol for the Frozen Flame, since she's Fire and Water and the same time, though I'm more willing to bet Square just forgot what they wanted her to be at the end.
On healing spells - I'm of the opinion that we need to do away with healing spells. That's right, get rid of them completely. I've been wondering why the RPG combat system hasn't changed in about 15 however long console RPGs been around. It's really because of the ability to heal on demand. The only way you can make healing balanced is that if by casting healing you die or something, but that's not going to happen. Healing, in its current form, is a get out of jail for free card. There's never a bad time to cast a healing spell, and the MP used for healing is never wasted. For healing to have a strategic value, you'd have to situations where it is better to not heal but instead cast some other magic, and this just isn't something that's happening with RPGs right now.
On battle systems - All powerful moves should cost HP, and lower maximum HP for a fixed duration (if we can't get rid of Healing). All powerful spells should be treated the same way as well. There should be moves that you use that prevents you from being able to be healed. There should be moves the enemy can use that does the same thing too. It just doesn't make sense to have stacks of Elixirs or whatnot and just keeping on toss on your guys. "You still alive Joe? Here's an Elixir. All better now!" Bosses should be doable on a single bar of HP not because they're easy, but because it's supposed to be that way because you can't rely on being able to heal ad infinitum.
Magic regeneration - You should regenerate MP. Doesn't make sense all your mages are always meleeing stuff to conserve MP for the boss. You shouldn't be casting Ultima or whatever on the little guys, but casting no magic is pretty ridiculous. The only game I have my mages cast regularly are Grandia (because of the HP/MP restore before bosses) and Lunar (because magic casters do insignificant damage against most bosses anyway).
Magic/Melee balance - Almost every RPG has too much in favor for the melee. Magic should be powerful, for a price. Needless to say I'm for getting rid of MP restoring items as well.
On the general state of boss battles - Boss battles should be more like a fighting game then C++ code. Currently most boss battle goes something like:
while (boss != dead)
while (HP > boss's strongest attack)
use strongest attacks
cast Healing
Yeah, you can make the battles artificially diffcult, but that's all you've done. You just make people heal earlier by pumping up the boss's attack level. If they've more HP, you just drag out the fight longer. The battle system in RPG is currently stagant. Diffculty is basically nonexistent. You either have enough levels, or you don't. AI for enemy is for the most part nonexistent, otherwise the game would be too hard. The AI shouldn't have to act dumb to make the game fair. There should be enough drawbacks to using your strongest attacks every turn, for you and for the boss, that you wouldn't do it!</div>