As I said
in last week's post, my free time has been spent playing old
PlayStation 2 ATLUS RPGs. Having beaten Devil Summoner, I have been
making progress through Digital Devil Saga. However, this is not an
Impressions piece on that game as it will take some time to finish,
now that college classes are taking up my time again. Worry not, my
friends, because playing through this game has given me an
interesting idea for a subject of an article. One idea has been
clawing at the back of my mind for some time now. This idea is as
follows: “Are RPGs even allowed to have 'good' combat?”
This
might at first seem like a weird question, but hear me out. Though
this is not always the case, most gamers, on some level, associate
RPGs with longer playtimes than would typically expected of other
games. These lengths usually exceed 30 hours, and it is not uncommon
for them to go up to 50 hours or greater. In order to facilitate
player engagement for the entire length of one of these games, combat
has to fill a very particular niche. Should the fighting be too busy,
then players will become fatigued from having to repeatedly consume
mental stamina to stay on top. This will result in them either taking
long breaks between sessions, or being incapable of playing for more
than an hour or so at a time before they need to call it quits.
Kingdoms
of Amalur served as a decent example of that. At a minimum, a typical
playthrough will take about 50 hours to clear. In order to keep the
player's attention throughout this length, the development team went
out of their way to try to make the best combat they could. In order
to have good fighting in the game, they made players have to watch
all of their enemies in order to know when to dodge attacks and
counter with their own. It requires observation of the enemy, their
patterns, and the properties of their attacks. Further, a sense of
timing and, to a lesser extent, rhythm is needed to capitalize on
openings and avoid making them yourself. There is quite a lot going
on, even in beginning fights. While the game does have a leveling
mechanic, so fighting against enemies of lower/higher level will make
it easier/harder, the game does a fairly good job of keeping the
player at just the right level to get a decent challenge going
throughout the experience.
Unfortunately,
this style of combat has drawbacks that can only be seen when placed
in an RPG and extended for long lengths of time. First, the player's
attack properties are always in flux. Different weapon types possess
different attack animations, so equipping a new weapon can completely
throw off the sense of timing and result in unnecessary grief in a
fight. Even when the same type of weapon is equipped, each one has
their own properties. This results in dealing different damage and
having different ranges. It might not sound like much, but that can
have a dramatic impact on overall strategy. While some of this is
necessary in order to keep scenarios new and interesting, the nature
of the game makes this so regular that players rarely have time to
get used to old tactics before new ones are needed. Other issues crop
up as well. For example, the mental strain required to keep all of
these factors in mind is draining. It results in a feeling of general
exhaustion when playing the game. Such feeling are exacerbated when
the typical RPG trappings of inventory management and character
development are included. The constant need to fiddle with equipment
and build setups, while partaking in very active engagements, can
reduce even the strongest willpower to nothing.
On the
other hand, RPGs cannot make the combat too boring. This opposite
problem is what many people who shy away from RPGs typically
associate with them. If the game does not make its combat engaging
enough, players will still not play it for very long, for
surprisingly similar reasons. A boring, monotonous slog can often be
exactly as draining as overengagement. As a result, a game that does
not bring a proper level of engagement to the forefront will tire out
users and get them to stop playing.
Final
Fantasy XII had this problem in spades. The combat system, seemingly
inspired by MMOs, took place in real-time, with attacks taking a
period of time to perform depending on the user's speed stat. The
game also had a system called Gambits. Basically, the game allowed
players to control the player AI's algorithm, as determined by a
series of if-then statements. As a result of this system, most of the
game was automated. Tasks like healing, buffing/debuffing, and
exploiting enemy weaknesses could simply by handed off to the AI.
Theoretically, this could be free the player up to focus more on task
at hand, dealing with fighting on the macro level as opposed to the
micro level. In execution, most fights could be completed without a
single input of the part of the player. All the player really had to
do was make sure the party was moving throughout the dungeon,
completing the puzzles and getting to the next cutscene. As a result,
it gets boring quickly, and finishing the game can be considered a
bit of a chore.
In order
to keep players interested throughout the length of the game, the
combat needs to be just challenging enough so that it draws and holds
the player's attention without taxing them too heavily. Heading too
far in either direction will just tire the player out, either through
exhaustion or boredom. While the player needs to be “going through
the motions” to a degree, some variety must come from somewhere in
order to keep interest, while still maintaining a structure to the
combat. This is ultimately where the crux of my argument comes from.
Can this balance really be seen as “good” combat? Is it “fun”
in the traditional sense? Or is it merely good enough to hold a
typical player's attention throughout the course of the game, without
honestly being that entertaining in its own right?
I do not
honestly have that answer. As much as I mulled over this point and
even after playing countless games in the genre, I cannot reach a
satisfactory conclusion. Thus, I would like to hear your input on the
matter. Should any of you have an opinion on this subject that you
wish to share, please feel free to contact me, either in the comments
below or on social media. I look forward to hearing from all of you.
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