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Moogle1
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PostPosted: Thu Aug 24, 2006 11:38 am    Post subject: Reply with quote

James Paige wrote:
Moogle1 wrote:
... It is entirely possible, in my estimation, to make a strictly deterministic RPG along the same lines. (The only real requirement for strict determinism is that you never attempt to generate a random or semirandom number: everything in the game should be decided by conditions of the game itself and not by non-game factors like the CPU timer.)


That sounds cool. I will give a cookie* to the person who does this in the OHRRPGCE

*Cookie might not be delicious, edible, or even non-virtual


It occurs to me that to pull this off, you would need to avoid using all of the following:

* The default battle engine entirely (you start with a randomly-full speed bar)
* NPC movetypes Follow and Avoid
* Foemaps, I think? (in case you wanted an instead-of-battle script)
* other things that I am forgetting?

So you could either script your own movement (if necessary) and battle engine or hack your own version of GAME. Wonder which'd be easier...
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Machu
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PostPosted: Wed Aug 30, 2006 11:48 am    Post subject: Reply with quote

Ya wanna perfect example of a game that's much better because of luck? Tetris! The strategy of Tetris is entirely how to deal with its randomness. You have to build with each piece in mind, having a few different shaped holes for different pieces, all "just-in-case". One of the biggest goofs in Tetris is when you cover gaps, and that is somewhat the equivilant of missing your killing blow in a strategy RPG. It's unavoidable, but it's not game-losing, you just need to change your strategy to make up for it. So, when adding randomization to a game, try remembering the Tetris ideology; make the player adapt to the changes.
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msw188




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PostPosted: Sun Sep 03, 2006 8:25 pm    Post subject: Reply with quote

I really like the tetris comment. I think that that encapsulates how I feel about luck in RPGs: it should force a player to rethink what they have to do to succeed.

When I began this thread, I was at the time thinking especially about magic working or not. Without a bit of aiming randomness, there would potentially be no risk at all in using a spell: you would know that it would always work (or always wouldn't) in a given situation. That is why I would like to have a 50-50 aiming choice in custom for attacks. I like the idea of death spells or status effect spells of this nature. I agree that enemy choices would be better if rational rather than random, but I still think that an element of randomness such as I am describing can add to a game.

I also want to add that damage variation is not always simply cosmetic. This is one of the strengths about having games with lower numbers (HP below 100, say). It can make that randomness really matter, making certain things risky. Supposing you have only a few HP left, but it is your turn, and you know that the enemy has 10 HP left. You've worked out that your attack averages around 11 damage. You only have a couple healing items left, and aren't sure how much further the next town is. Do you attack or heal? If you attack and your damage is 10 or more, you win and can use the item out of the battle. If your damage is less, your almost certainly dead. If you heal, the enemy will attack before you, and waste some of that extra HP, and you need as much as you can get right now.

Of course, whether or not these kind of situations are a good thing or a bad thing in a game is another part of the discussion. I think they are good, but some players might find them frustrating.
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Moogle1
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PostPosted: Sun Sep 03, 2006 8:39 pm    Post subject: Reply with quote

You just completely contradicted most of the opinions in this thread. That doesn't make you wrong, but I sure disagree with you.
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msw188




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PostPosted: Sun Sep 03, 2006 8:46 pm    Post subject: Reply with quote

Ha ha, yes, "I'm a living proof of all life's contradictions" (I think that that is the quote, it is from a song. Any guesses, or does anyone know who?). Yeah, I've sort of come to accept that I have a different view on what makes games fun than a lot of the users here. But that's okay. We can all agree to disagree.
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Iblis
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PostPosted: Sun Sep 03, 2006 9:13 pm    Post subject: Reply with quote

Using randomness to generate a situation that the player can still react to in a strategic way (as in Tetris) is a good use of randomness. What you don't want is the piece to sometimes randomly move in ways you don't tell it to or only sometimes clear the blocks when you fill a line. Randomness that the player can react to is good, randomness that comes in and screws up a good plan for no reason is bad.

Quote:
Without a bit of aiming randomness, there would potentially be no risk at all in using a spell: you would know that it would always work (or always wouldn't) in a given situation.


Are you sure this would be bad? I think aiming randomness is a valid idea, but consider this: in what way does it change how players play the game? For the most part, it doesn't. We choose all our attacks expecting that they'll hit, and when they miss it's just an annoyance for the player, it hardly adds anything to the experience. The only way it changes anything is that if any attacks are especially unreliable most players simply don't use them, except maybe in special circumstances. When informed of the chance to hit, like in FFT, it's a good idea, because it puts the player back in control. But it is kind of a trade-off. It's less annoying to miss when you already know the chance is only 32%, but when it's 98% and you miss anyway that can be really irritating.

I can see how it would be necessary for instant-death attacks to have randomness, but it's worth considering whether those are a good idea themselves. If they hit too often they'd make the game too easy, otherwise they don't hit often enough and the player has no reason to use them. Dragon Warrior 4 (maybe others in the series too) has an interesting attempt to get around the former problem, by making them (or some of them) eliminate any EXP gain after the battle. I don't think it fixes the instant-death attack entirely, but it might be worth looking into similar ideas.

Quote:
I also want to add that damage variation is not always simply cosmetic.


No one has said that it is. I just said that's why I use it.

Quote:
This is one of the strengths about having games with lower numbers (HP below 100, say). It can make that randomness really matter, making certain things risky. Supposing you have only a few HP left, but it is your turn, and you know that the enemy has 10 HP left. You've worked out that your attack averages around 11 damage. You only have a couple healing items left, and aren't sure how much further the next town is. Do you attack or heal? If you attack and your damage is 10 or more, you win and can use the item out of the battle. If your damage is less, your almost certainly dead. If you heal, the enemy will attack before you, and waste some of that extra HP, and you need as much as you can get right now.


And this is the problem with randomness: the player has no basis for choosing between the options because they're unpredictable. Therefore the only rational option is always the less risky one, if you heal first you'll lose a few HP but you'll live. Choosing between definite success and possible success is not an interesting choice for the player to make because the correct answer is obvious. If there was randomness in the attack order it'd be even worse, the player would have no good options because whatever they did, they'd have a 50% chance of death (varying depending on the to-hit randomness). So much randomness! If the player dies in this situation, they curse the game for conspiring against them, and if they win, they breathe a sigh of relief until the next battle, but they didn't really have anything to do with the victory. They made choices that didn't matter because the outcome of the battle was ultimately decided by a digital dice roll. The player should be worried about what the enemy will do next turn and what their own best options are, not about whether the game will decide their plan fails for no reason.
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msw188




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PostPosted: Sun Sep 03, 2006 9:38 pm    Post subject: Reply with quote

Hey hey now, Moogle1 said something like 'this is almost universally cosmetic, having no effect on gameplay'. You yourself (Iblis) put it in quotes. Although I may have taken his comment a little more bluntly than he intended, and if so I apologize.

Regardless I must raise a half-disagreement. I agree that if the order of turns was randomized, that would be really bad because as you say the player may die regardless of his or her choice. But at least in my scenario, the player is making a choice between different risks, and feels that they had some effect on the outcome. I mean, they KNEW that is was risky to try the attack, but then again it may have been just as fatal in the long run to use the item, if the attack from the enemy took half of its effects away.

I'm seeing here two different risks. One is from not knowing the outcome of a random number, one is from not knowing how much farther there is to go. Most of the people here seem to think that the second case is more acceptable for a 'fun' or 'good' game. But both really boil down to a lack of knowledge, it seems to me. I can understand the seemingly predominant point of view, but for myself I don't mind the randomness part, and I wouldn't curse the game if I died in my situation. This is just me of course. I have seen some friends get really angry when they receive the random 'terrible blow' from what would have been a normal attack, and die because they can't recover.
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Moogle1
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PostPosted: Sun Sep 03, 2006 10:12 pm    Post subject: Reply with quote

Iblis wrote:
I can see how it would be necessary for instant-death attacks to have randomness, but it's worth considering whether those are a good idea themselves. If they hit too often they'd make the game too easy, otherwise they don't hit often enough and the player has no reason to use them.


Not to go overboard with DD references here, but there's another way to balance insta-death. It kills the caster in DD. (Trivia: originally the Civilian was only going to have suicide skills like Death.)

Randomizing damage is almost always cosmetic unless the randomization is extreme. Consider Average RPG, where your hero can kill most weaker monsters in one hit using his Fight command, dealing 400-500 damage. Stronger monsters have around 600 HP, meaning that they will always take two hits. It's a pretty big variation (roughly +/-10%), but even so, it will only change the total number of attacks on very tough enemies, and on those enemies it will normalize towards the mean.

Rough translation for you non-mathies: Unless your randomization is really big (+/-50%), it isn't a huge deal most of the time. Yes, there are a lot of qualifiers there.

Quote:
But at least in my scenario, the player is making a choice between different risks, and feels that they had some effect on the outcome. I mean, they KNEW that is was risky to try the attack, but then again it may have been just as fatal in the long run to use the item, if the attack from the enemy took half of its effects away.


So... you're saying that he's likely to die either way? I don't see how this leaves him a lot of choice in the matter.
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Iblis
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PostPosted: Sun Sep 03, 2006 10:56 pm    Post subject: Reply with quote

Quote:
I'm seeing here two different risks. One is from not knowing the outcome of a random number, one is from not knowing how much farther there is to go. Most of the people here seem to think that the second case is more acceptable for a 'fun' or 'good' game. But both really boil down to a lack of knowledge, it seems to me.


I agree, in that situation the player can make one of two uninformed decisions. Why is this good for the game? RPG battles of the kind we're discussing (menu-based) are necessarily strategic. There is no other type of interest I can see that someone could get from choosing options from menus. There is no strategy in choices that cannot be evaluated. That is the very basis of strategy: using the available information to choose the best of the available options. It's certainly fine to give the player a difficult choice between two options that seem equally (but differently) good, that's an interesting choice for the player. But when the player can't choose between two options just because they have no information on which to base their decision, this is not strategy.

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I wouldn't curse the game if I died in my situation.


Neither would I, actually, and probably for the same reason as you: I've played so many NES-era rpgs that I'm used to their common flaws. I will always be biased towards old-school gameplay and style (which I think is quite justified in many issues) but I try to always think about the design choices they made and see which ones were truly good and which ones I'm just used to.

I don't like arguing that someone is biased, it seems like I'm just dismissing you. But I can't argue that you don't actually enjoy gameplay that you think you enjoy, that's ridiculous. I'm sure you do enjoy it. I'm just assuming bias because I know of your partiality for NES rpgs and share it myself, I have tons of personal experience with NES-bias.

I can have fun playing a game that I know to be poorly designed. The thing is, whether a game is "fun" is subjective, which is why I'd say no one should ever design a game to be fun. Know what kind of interest a game provides and design for that, strategy in this case. I can't measure fun, but I can measure strategy. I can determine what gameplay choices would make a game more or less strategic. And I know that if I succeed at making the game strategic, it will be fun to people who enjoy strategy. If I tried to make the game fun I would be in the same situation as our unfortunate RPG player: I'd have to make decisions with no reliable information to base them on. Fun is great, I love it that games are fun, but it simply isn't a useful design goal.

(this stuff about fun was totally an unrelated tangent but I thought of it while writing the rest of the post and I think it's pretty good)

Quote:
Not to go overboard with DD references here, but there's another way to balance insta-death. It kills the caster in DD.


I had thought about that. In some games this might be an effective balance, but in DD once your enemy is dead and the battle is over you're alive again so it didn't really make a difference. Just never use the death spell when there are multiple enemies left, kill all but one and then use it.
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msw188




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PostPosted: Mon Sep 04, 2006 7:41 am    Post subject: Reply with quote

Quote:
So... you're saying that he's likely to die either way? I don't see how this leaves him a lot of choice in the matter.

Not necessarily likely. Of course my example is quite contrived, but what I was trying to illustrate is that there is a chance of failure either way. If there is enough knowledge in a game to completely eliminate the chance of failure, and a player is smart enough to recognize it and exploit it, then the game loses interest (to me). Here I'm beginning to see a key difference between RPGs and most other genres that I think you guys were trying to get at before, but I hadn't thought about it much at first.

I mean that in an RPG, there is (usually) little to no physical skill involved. In Super Mario Bros, even if you memorize the positions and movements of EVERY enemy and know exactly how you have to move, there is still the chance of failure due to lack of performance. Thus the game offers a challenge even to the intelligent, informed player (except maybe that guy who recorded himself beating Mario 3 in like ten minutes). In RPGs we do not really see this. There are some attempts to work this in, like Sabin's Blitzes, or timing button pushed in Mario RPG, and I'm sure many other examples, but these are sort of contrived and I always thought that they made the games in question LESS enjoyable. To me one of the good things about RPGs is that they give the fingers a break, and attempt to challenge the mind and force it to strategize.

And here Iblis is difficult to argue against. The best I can offer is this. [there was a fairly long pause between these two sentences] A game that is purely strategy would not, in my opinion, be enjoyable unless it tested your strategy. Otherwise it would feel like a simple exercise and not be very rewarding. To be so tested requires something.

Perhaps it requires intelligent design by the programmer, leading to intelligent opposition in the game. But on the grand scale, all this does (in my opinion) is changes the simple exercise to a longer one that simply requires more knowledge. And then the question is, how long can this go on? In a strictly deterministic game, the player MUST acquire this knowledge and form the correct strategy, or he/she will be defeated every time. Then every new opposition is a test of how quickly he/she can gain the necessary knowledge and digest it into the proper strategy to overcome the opponent. To me this is a somewhat tiresome and unrewarding form of gameplay strategy. If there are not too many strategies to be learned and used, then it may not be so tiresome, but it will certainly be unrewarding. In any case, once the key elements of the strategy are known, the opponent becomes almost like a dummy incapable of defeating the player. At what point was there any risk of death involved? At the first meetings, due to a lack of knowledge. That is when the real thinking had to occur, if the player was to escape death at the time.

Perhaps it requires a certain randomness in the gameplay. Uncontrolled, this could certainly become VERY frustrating VERY quickly. I don't think that that needs elaborated upon. However, I believe that a certain amount of randomness can be good in forcing a player to 'strategize on their feet' because, even with all possible knowledge, a player cannot know for sure the outcome of a random decision.

Consider a game of chess, considered by most to be a good example of a strategic game. If it were possible to know in advance of your move what your opponents next move would be in each case, this would from a certain point of view increase the amount of strategy involved. You would have to make a decision on how to move based on more information, and the strategy would involve deciding which version of the board is more favorable for you in the long run. But from another point of view, this destroys another important part of the strategy of the game: the need to adjust to an unpredictable move. I move my pawn out, and I can foresee a number of different intelligent moves by my opponent, but I can have no way of knowing which he/she/it (the computer) will choose. This sort of randomness makes the opponent feel alive, and it forces me to continually adapt my strategy to his/her/its moves.

In the RPG the situation is somewhat different. Here there are enough different statistics available to make a purely rational enemy seem random, in principal. And that could be an interesting (albeit incredibly difficult) route to go. I wish that it could be done more easily. But that doesn't mean that this should eschew randomness entirely. A simple attack randomly achieving a critical hit, or randomly missing, or a spell randomly working (or not), these can all add the exact same need to 'strategize on your feet' as the seemingly random chess move. At least, that is how I feel.
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Newbie_Power




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PostPosted: Mon Sep 04, 2006 10:51 am    Post subject: Reply with quote

I am new to making OHR games, to game design, and this community, but I saw this thread and wanted to say something.

Luck is a factor that adds to the game. How it adds to the game is up to the developer. The original Fire Emblem just happened to be one of those mentioned NES games that were really quirky and flawed, but its luck formula was built upon each game to be made better, rather than dropping it completely, because Luck made up 80% of that game.

I am playing Fire Emblem: Thracia 776 and Luck affects my strategy in pretty interesting ways. My character could have 86% chance of hit versus a 23% chance of hit for an enemy that is weak, and I need to kill that enemy to get into a narrow passageway. I want kill that enemy so I can move my other characters. A freak accident might occur where I miss and he hits, and suddenly I have to adjust my strategy in that same turn by using an archer to try and take out the enemy unit from a distance and hope I can squeeze my healer in to give my character his HP back.

EDIT: Actually, I just found a bad example of luck in Thracia 776 that doesn't exist in other Fire Emblem games. Healing can sometimes miss, which can just cause more turns to be wasted. Luckily that was changed.

There are ways to help your luck in Fire Emblem games, luckily. You can increase your Skill stat to help accuracy so that situations that cause you to miss happen less, and you can increase your Speed and Luck so that your evasion is higher, or the best way is to have high defense (if possible), where you can soak the damage if it hits. Plus there is a weapon triangle where certain weapons are more accurate when pit against others.

It's all about manipulation if you base your game around it. If your game is deterministic by nature, then Luck is not the best factor. FFT is not as much about Luck as it is doing as much damage as possible (because that's pretty much the best strategy anyway) and getting the best skills that do said damage. Mario depends on the jump button, which is why Mario RPG games (not just Super Mario RPG, but Paper Mario series and the Mario & Luigi series too) remove the random number generators completely and allow the player to see if he can avoid attacks by jumping (and those random stat bonus on level ups in M&L 2 rely on a roulette wheel and not pure RNG as well).

I'm mostly stating facts and opinion here. I refuse to talk about philisophical things such as "what is the definition of fun" or "how should I go about giving the player the most immersive gameplay experience?" I go by "tweak it until it's fun to play".
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Iblis
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PostPosted: Mon Sep 04, 2006 2:32 pm    Post subject: Reply with quote

Quote:
what I was trying to illustrate is that there is a chance of failure either way. If there is enough knowledge in a game to completely eliminate the chance of failure, and a player is smart enough to recognize it and exploit it, then the game loses interest (to me).


Obviously if it is impossible to lose at a game it loses nearly all of its interest, but eliminating randomness does not eliminate the possibility of failure. I'm not talking about giving the player enough knowledge so that they know exactly what the enemy will do every time. What I'm talking about is giving the player a rational opponent that acts in complex ways. An opponent that can be understood, but not out-thought by a beginning player at every turn.

Quote:
In a strictly deterministic game, the player MUST acquire this knowledge and form the correct strategy, or he/she will be defeated every time.


I think you misunderstand me. I don't see there being a finite number of correct strategies that you absolutely must use, I think that's a bad way to design the game and reduces the battles to simply being puzzles. Chess is a good example: there are some famous strategies that can be used well, but you can also win if you come up with your own strategy and adapt to the state of the board. However, you are not likely to win if you never think about what your opponent is going to do and move irrationally, and you will still lose if you strategize well but not as well as your opponent. I think this is the ideal.

Quote:
In any case, once the key elements of the strategy are known, the opponent becomes almost like a dummy incapable of defeating the player. At what point was there any risk of death involved? At the first meetings, due to a lack of knowledge. That is when the real thinking had to occur, if the player was to escape death at the time.


You're assuming a constant stream of similar battles, as found in the normal RPG. I think this is a questionable design concept.

Quote:
Consider a game of chess, considered by most to be a good example of a strategic game.


Chess is one of the highest examples of a strategy game, if not the highest example. And it is an argument in my favor. Except possibly in some computer opponents (which most people seem to feel are less interesting than human opponents), there is absolutely no randomness there. You're talking about unpredictability, which is completely different from randomness. When your enemy surprises you with a cunning move, I don't think anyone would assume it was random, they would think that it was rationally thought through.

You seem to think that either a reliance on strategy will make a game too easy because the player will be able to predict the enemy all the time, or too hard because the player will not be able to find the correct strategy. In truth, it will be harder in some ways and easier in other ways. It will be harder in that the computer will be acting intelligently. If one of your characters is low on life they won't just attack someone else due to random targetting, they'll realize they can screw you over by killing that character and will do so. It will be easier in that the player will be able to understand the computer because it is rational. You certainly won't know exactly what they'll do every time, but certain stimuli (such as the one just mentioned above) are obvious.

Quote:
A simple attack randomly achieving a critical hit, or randomly missing, or a spell randomly working (or not), these can all add the exact same need to 'strategize on your feet' as the seemingly random chess move.


I agree, under certain conditions. I use random numbers in my current project when I figure out whether an attack hits or misses. But there are a few things that are necessary: 1) it is based on the attacker's accuracy and target's evade rather than pure randomness, 2) the player is informed of who has high/medium/low accuracy and evade, and 3) the player can manipulate these in battle. Thus a random function becomes a strategic part of the battle because the player can use it to their advantage (and it can be used to their disadvantage by the enemy). It's a problem when the randomness is disconnected from anything the player or enemy can do. Randomness that cannot be understood or acted upon means that sometimes good strategy will lose to bad strategy, which eliminates the importance of having good strategy in the first place.

Quote:
A freak accident might occur where I miss and he hits, and suddenly I have to adjust my strategy in that same turn by using an archer to try and take out the enemy unit from a distance and hope I can squeeze my healer in to give my character his HP back.


I don't think this is really affecting your strategy. Your strategy was to kill that enemy so that your troops could get through. This situation didn't force you to change your strategy, just to try it again.
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PostPosted: Mon Sep 04, 2006 2:48 pm    Post subject: Reply with quote

So we're talking about PURE randomness? I must not have caught that. In that case pure randomness is pure gamble, with the main strategy being that you need to know when to quit.
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PostPosted: Mon Sep 04, 2006 6:46 pm    Post subject: Reply with quote

Okay, I think we (Iblis and I) may be in more agreement here than we think. I believe that having a rational thinking opponent is better than a purely random one, as he certainly does. I also think that percentage based randomness is a good thing, and probably the only sort of randomness that ought to be used 'at large' in a game; that is to say, this percentage based (and therefore understandable and to some extent player-controllable, or at least able to be taken advantage of by a player) randomness is the sort that ought to be used for things like aiming in often-used attacks, etc.

The disagreement seems to be that I feel that there is a (fairly small, but >0) place for 'pure' randomness that can add to the game, like the critical hit, or the odd spell. However, a fair bit of my argument against pure determinism does indeed rest on the assumption that the game in question is a 'traditional' RPG, that is to say, one with a fair amount of battling, levelling up, etc. Thus I foresee enemies becoming quite predictable in such a game, where you would have to fight similar enemies many times, unless they had multiple strategies. But how to choose one strategy out of such a set without some sort of randomness? It is in some ways akin to the second player's first move in chess that I discussed. There is certainly a plan involved, but a certain randomness (or at least, what I would call randomness) involved as well, at least to the first player.

All that said, the idea of an RPG that does NOT have many similar battles is a good idea in its own right, although not one that particularly interests me, per se.

I'm afraid I've never played any Fire Emblem game, so I cannot say much about Newbie Power's comments.
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Mr B




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PostPosted: Tue Sep 05, 2006 11:44 am    Post subject: Reply with quote

It would be interesting if Luck were a consumable stat. It could be expended to produce good events (of player choice), or restored by selecting bad events (also of player choice). The player could manipulate the battle by determining whether enemy attacks miss or characters make a critical strike, but all that good luck would have to be payed back!

Battles could be resolved by outright killing every opponent, or (more subtly) reducing the other team's luck below zero. Or perhaps leaving battle with negative luck could have some game-world consequence.

Heh...I could imagine players "luck farming" weak creatures in order to have massive good luck to expend on bosses. Hmm.
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