I've been playing Telepath Tactics recently and it's got me thinking about what makes tactical RPGs/turn-based-tactics games 'good' (the genres are slightly different, but I'll be considering them together here). It's also got me wondering about issues that come up in these sorts of games and how they can best be addressed. I was wondering what the forum's opinions on these things are, how these sorts of games can do better, and maybe some examples of games that do it well. So here's the things I've been thinking about:
Permadeath - I'm a fan of permadeath as a concept since I like increased risks in combat and long-lasting consequences, but it brings up its own issues, these being:
1. Save Scrumming - How do you prevent the player from reloading every time someone dies, or even if things just go sub-optimally? You could auto-save after every actions, or you could calculate all random effects from a seed generated at the start of the encounter, but then you may:
2. Make the game practically unwinnable - if all your best troops bite it then you may be in a situation where you just can't defeat what the game throws at you. This may be acceptable in a game like XCOM where you're expected to fail a few times before making it through and there's enough randomization and variety to make each playthrough fresh, but in more linear story-focused games needing to run through the whole thing again because a pyromancer blew up the bridge half your army was standing on would be a pain.
3. How to handle the main character - In games where your forces are led by a character that participates in the battles, what do you do if they get killed? You could instantly fail the campaign, but that'd be pretty damn punishing. Some games will reset the entire encounter, but then killing off your hero can be used to get around the save scrumming issue - commit seppuku when things don't go well and try again.
Giant Armies, Tiny Squads - Otherwise known as [url = http://tvtropes.org/pmwiki/pmwiki.php/Main/ArbitraryHeadcountLimit]Arbitrary Headcount Limit[/url], these sorts of games will often give you more party members than you can field in a battle, meaning some of your troops will be sitting on the sidelines. Not necessarily a bad thing on its own, and generally necessary to prevent a player that keeps all their troops alive from being able to steamroll opponents with overwhelming numbers, but it can bring up:
1. Experience Distribution - Games that let you level up squad members generally only award experience to those that participate in the battles. Since not everyone can participate, some people will get left out. The fighters level up, the sidelines stay the same level, and then in the next encounter when things are even tougher it's even riskier to bring low-level characters, so the alpha squad gets sent out again, the level-gap grows, repeat. You can try and swap out your team constantly to distribute experience evenly, but not every character will be useful in each scenario, and when you need to pull out the big guns for a tough encounter, your best fighters won't be as strong as they could have been.
I've been thinking about possible solutions to some of these issues. I'm no game designer, and these ideas are untested, but I was wondering if yall had any input or solutions of your own?
Mini-campaigns - a possible solution to save-scrumming is to divide the game into small sequences of encounters, 3 or 4, with 'rest sites' in between. The rest-sites don't have to literally be camps, but just represent places or times where the squad is able to group up and get its bearings. At rest sites players could manually save the game (perhaps even allow multiple save slots), distribute items, and select their party for the next sequence of encounters. During the encounters the game would auto-save to a dedicated auto-save slot after every action, and perhaps even carry over damage from one encounter to the next. A total-party-wipe would reload the player at the last rest stop, and the player could manually reload to there if things were going exceptionally poorly in a mini-campaign. Forcing players to redo encounters would hopefully disincentive save-scrumming, but allow players to reset and get back to where they were relatively quickly if things are going horribly. Ideally players would still want to push onwards even after losing a party member or two, but wouldn't be screwed for the rest of the game if they lost near everyone.
Multiple Objectives - Tied into the above idea and to address headcount limits and unequal experience distribution, what if instead of single mini-campaigns between camps, there were multiple paths that the player could divide their party between, each path providing a different benefit. Characters assigned to one mini-campaign would be separated from characters in another and couldn't be swapped out for them until the next rest-stop. Some paths could be required (must assign at least one party member to them and failure reloads from the last rest-site) while others could be optional (loss does not force a reload, and the path can be skipped entirely). For example, suppose the party was tasked with defending a village from a coming attack. Options could include finding and wiping out the enemy's forward camp, routing out a den of saboteurs within the city, and searching a nearby ruins for a powerful artifact. Wiping out the camp would result in less enemy waves in the coming battle, stopping the saboteurs would give a better defensible position, and searching the ruins would reward some equipment. The idea is that rather than having the player think "dang, why can't I just send everyone?" they will instead think "Which objectives do I have the manpower to pursue, and what's the smallest squad I can get each of them done with to free up characters for the other tasks?"
I've got some more thoughts, but this post is long enough for now. What are your thoughts on turn-based-tactics/tactical RPGS, how do you think common issues can be addressed, and what do you think of my half-baked ideas? Feel free to provide your own solutions or give examples of games that do it right (I need more tactical RPGs in my life, it's a niche field).
Permadeath - I'm a fan of permadeath as a concept since I like increased risks in combat and long-lasting consequences, but it brings up its own issues, these being:
1. Save Scrumming - How do you prevent the player from reloading every time someone dies, or even if things just go sub-optimally? You could auto-save after every actions, or you could calculate all random effects from a seed generated at the start of the encounter, but then you may:
2. Make the game practically unwinnable - if all your best troops bite it then you may be in a situation where you just can't defeat what the game throws at you. This may be acceptable in a game like XCOM where you're expected to fail a few times before making it through and there's enough randomization and variety to make each playthrough fresh, but in more linear story-focused games needing to run through the whole thing again because a pyromancer blew up the bridge half your army was standing on would be a pain.
3. How to handle the main character - In games where your forces are led by a character that participates in the battles, what do you do if they get killed? You could instantly fail the campaign, but that'd be pretty damn punishing. Some games will reset the entire encounter, but then killing off your hero can be used to get around the save scrumming issue - commit seppuku when things don't go well and try again.
Giant Armies, Tiny Squads - Otherwise known as [url = http://tvtropes.org/pmwiki/pmwiki.php/Main/ArbitraryHeadcountLimit]Arbitrary Headcount Limit[/url], these sorts of games will often give you more party members than you can field in a battle, meaning some of your troops will be sitting on the sidelines. Not necessarily a bad thing on its own, and generally necessary to prevent a player that keeps all their troops alive from being able to steamroll opponents with overwhelming numbers, but it can bring up:
1. Experience Distribution - Games that let you level up squad members generally only award experience to those that participate in the battles. Since not everyone can participate, some people will get left out. The fighters level up, the sidelines stay the same level, and then in the next encounter when things are even tougher it's even riskier to bring low-level characters, so the alpha squad gets sent out again, the level-gap grows, repeat. You can try and swap out your team constantly to distribute experience evenly, but not every character will be useful in each scenario, and when you need to pull out the big guns for a tough encounter, your best fighters won't be as strong as they could have been.
I've been thinking about possible solutions to some of these issues. I'm no game designer, and these ideas are untested, but I was wondering if yall had any input or solutions of your own?
Mini-campaigns - a possible solution to save-scrumming is to divide the game into small sequences of encounters, 3 or 4, with 'rest sites' in between. The rest-sites don't have to literally be camps, but just represent places or times where the squad is able to group up and get its bearings. At rest sites players could manually save the game (perhaps even allow multiple save slots), distribute items, and select their party for the next sequence of encounters. During the encounters the game would auto-save to a dedicated auto-save slot after every action, and perhaps even carry over damage from one encounter to the next. A total-party-wipe would reload the player at the last rest stop, and the player could manually reload to there if things were going exceptionally poorly in a mini-campaign. Forcing players to redo encounters would hopefully disincentive save-scrumming, but allow players to reset and get back to where they were relatively quickly if things are going horribly. Ideally players would still want to push onwards even after losing a party member or two, but wouldn't be screwed for the rest of the game if they lost near everyone.
Multiple Objectives - Tied into the above idea and to address headcount limits and unequal experience distribution, what if instead of single mini-campaigns between camps, there were multiple paths that the player could divide their party between, each path providing a different benefit. Characters assigned to one mini-campaign would be separated from characters in another and couldn't be swapped out for them until the next rest-stop. Some paths could be required (must assign at least one party member to them and failure reloads from the last rest-site) while others could be optional (loss does not force a reload, and the path can be skipped entirely). For example, suppose the party was tasked with defending a village from a coming attack. Options could include finding and wiping out the enemy's forward camp, routing out a den of saboteurs within the city, and searching a nearby ruins for a powerful artifact. Wiping out the camp would result in less enemy waves in the coming battle, stopping the saboteurs would give a better defensible position, and searching the ruins would reward some equipment. The idea is that rather than having the player think "dang, why can't I just send everyone?" they will instead think "Which objectives do I have the manpower to pursue, and what's the smallest squad I can get each of them done with to free up characters for the other tasks?"
I've got some more thoughts, but this post is long enough for now. What are your thoughts on turn-based-tactics/tactical RPGS, how do you think common issues can be addressed, and what do you think of my half-baked ideas? Feel free to provide your own solutions or give examples of games that do it right (I need more tactical RPGs in my life, it's a niche field).