The turn-based combat system is one of the oldest combat systems that has existed in many role-playing games since the beginning of the video game industry. . This system reached its peak of popularity with games such as Final Fantasy to EarthBound, Darkest Dungeon, Dragon Quest, Fire Emblem, etc.
However, its popularity has decreased in recent years and many series Famous role-playing games such as Final Fantasy are moving away from this system, so that in the 15th edition we saw its complete removal. It can be said that the problem is not Square Enix trying to abandon this system, but the lack of innovation over the years is responsible for it. There are some great turn-based RPGs that have a unique turn-based combat mechanic or two, but they also get old over time. For example, the Dragon Quest series hasn't changed much in its combat system over the decades. Now, in this article, we will discuss What are the effective features of a role-playing game with turn-based battles and how to use them in order to create a successful work.
Active Time Battles/Child game of Light
Active Time Battle or ATB was first introduced in Final Fantasy 4 where characters always They don't fight each other in turns and posts, but there is a parameter that fills up with the passage of time, and after it is filled, you can strike. Child of Light turned the waiting phase of this system into an attractive and strategic part of the battle. In this work, similar to similar games, the turn order of the characters was determined by a time bar at the bottom of the screen. On the other hand, the icons of each character in the battle move from the Wait section to the Cast section from left to right. Some enemies are faster than you and some are slower, and on the other hand, if you want to delay the attack of a certain enemy, you can use the firefly that is with you to blind it.
Blinding enemies causes It is possible to reduce the speed of filling their bar, and this can somehow move one of your characters, who is lagging behind the enemy, to the front and be able to hit him earlier than the enemy. On the other hand, if during the attack, the enemy symbol is in the cast part of the time bar, the attack is not completed and all the progress up to that moment is lost. If an enemy attacks one of your characters while in the cast section, the same thing will happen to them. This is a nice way to break up the monotony of waiting for the character bar to fill up in other games with the ATB system. In fact, the idea of being able to delay a character's turn is appealing to both your characters and enemies. For this reason, we will put this mechanic in an ideal turn-based system.
Double and triple attacks/Chrono Trigger gameplay
Chrono Trigger has a fun combat system and ATB, but enemies move around the screen and sometimes scatter or cluster together. Enemy positioning is very important when you are planning double or triple attacks. Each character has their own special techniques, which are called tech, apart from normal attacks that use mana. These technologies can be combined with the technologies of other members of your party to create a more powerful attack, but both characters' attack bars must be filled to perform the special move, and both must have the required mana.
One of Chrono's special powers is Cyclone, which allows him to spin around with his sword and destroy enemies in a certain radius. When combined with Robo's Laser Spin, this move has a larger radius and hits more enemies. Finally, by combining Ayla's special power, Tail Spin, a whirlwind is formed that hits all enemies. There are 45 special double moves and 15 triple moves in the game. Combining these moves is a lot of fun and you only need to spend some time preparing them. Combining this combo attack system with a Firefly-like system inspired by Child of Light can add a high-risk, high-reward mechanic to the attack.
Field Effect System/Chrono Cross Game
Chrono Cross has an effect system in its battles whereby each element's spells get stronger the more you cast them. This system is shown as three overlapping layers of an ellipse in the corner of the screen. Each time a magic spell is cast, the first row changes to that spell's original color. The second row is changed to whatever it was in the first row, and the third row is changed in the same way. There are six elements in the chrono cross, which are represented by the colors red, blue, green, yellow, black, and white. Battlefield has a default effect system that reflects the environment you are in. If you are at the beach, the layers will be a combination of green and blue. If you are in a farm, you may see green and yellow colors.
This system increases the damage dealt. For example, if the
first layer is blue, it is better to use the blue spell to make the
first two ellipses blue. This makes the next blue spell do more
damage regardless of whether you or the enemy cast it. If you cast
another blue spell, all three ovals will be blue, and the next blue
spell will naturally deal more damage. Your enemies can also use
this tactic and cast a spell that disrupts your strategy to
increase the power of your spells. You can target three layers of
blue and the enemy will try to use a fire spell to block you in the
However, in order to cast spells, you must successfully land physical attacks. Do this to earn your energy points which you use to perform magic. The more points you get, the more powerful spells you can use. This somehow forces you to constantly use a combination of physical attacks and magic to add depth to the battle. There is much more to say about Chrono Cross, but the mentioned system is one of the game's special elements. This system would fit well with Chrono Trigger's multiple attacks as these attacks can affect the aforementioned system and provide more powerful spells for both the player and the enemy. On the other hand, since the enemy can use the same tactics, there is a kind of balance between the power of the avatars and the enemies. /2207/22263-5.jpg" alt="BingMag.com What does an ideal turn-based role-playing game look like?" loading="lazy">
Darkest Dungeon is one of the first games to focus on the mental health of your heroes. The characters get stressed every time they go on a mission, and the reason for that is the Lovecraftian horrors they constantly face. Their stress level reaches 200 points in the highest possible state. A character can become stressed from being hit in battle, caught in a trap, or running out of torch light while advancing through dungeons. When the stress score reaches 100, your character gets some kind of gain or loss and misfortune, but often problems such as reduced abilities occur. Your hero can become somewhat frightened, which in turn causes his hit damage to be reduced by 25% but instead improves his dodge.
During battle, a frightened champion utters words that It increases the stress level of the other three members of your group. They may also refrain from attacking during their turn or fall back, forcing the character behind them to move forward. This can mess up your attack strategy as some spells and attacks can only be implemented in certain situations. In this case, when a character is damaged, it is better to finish your mission faster because probably another hero will also be damaged and the situation will become more difficult. Finally, when the character's stress score reaches 200, it will trigger the previous attack and send them to death. Loss, benefit from this case. For example, your character can become brave, which reduces his stress and increases his speed to attack more. He can also reduce the stress level of the rest of the group. You automatically return to town after each mission; Where you can reduce the hero's stress by doing various things like praying, drinking, etc. On the other hand, doing these things prevents the use of that character in the next mission. In fact, the space to relieve your character's stress and heal him is limited, and if you leave him untreated for too long, he will be in trouble forever.
Using this system in a turn-based role-playing game of sorts It's interesting in itself, but it should be less intense since Darkest Dungeon is a roguelike that forces you to constantly roam around 4 areas and then return to said city. However, in a turn-based role-playing game like ours, you'll be traveling around the world, and once you leave a mission, you can't automatically return to a specific city. You have to go back to the city you left or move on to your destination and hope you have enough money to pay for the treatment and relieve the stress. On the other hand, you can use a camp building system that can be used for partial stress treatment. Finally, according to the above, it is better that the losses of this system are more than its benefits so that it does not interfere with things like the field effect system. /h2>
According to the previous point, if we are going to stress our character, we should at least provide companionship to Give him What he can lean on Fire Emblem Awakening introduces support system; Where when two players are next to each other in battle, they can deal more damage and generally the more they work together, the more the relationship and the damage they deal. The game support system has four ratings starting from C and progressing with A, B and C respectively. The relationship between different characters improves with each level, and if two characters reach S level, they can marry each other and even have children.
You can even have children of your avatar and other characters as adults for Use missions. This is a great system to put into any RPG. Along with doing better in battle, you become more attached to your characters. While it's clear that you can devote a lot of time to your main character, all of your secondary characters deserve attention and joy as well, unless they annoy you! listed matches. In fact, the more characters perform multiple attacks together, the better their relationship outside of battle. Imagine how great a three-pronged attack from mother, father, and offspring would be. On the other hand, how terrible would it be if that entire family was torn apart during a doomed mission? It is even possible to embed special animations for this type of attacks in a family way.
Also, it can be considered that if you take characters with different opinions to the battle, their stress will increase over time and there will be The occurrence of events such as the death of a person will cause more differences between their companions. You can even tie these events to the main storyline of the game and consider consequences for them.
Permanent damage and death of characters/Battle Brothers game
In RPGs you spend a lot of time building your characters. You
carefully choose their appearance, class, background,
relationships, and abilities. In the ideal system we've
discussed here, doing all of these things is possible, but during a
battle, you can kill them forever with one wrong move.
Sandbox In Battle Brothers, you form a group of mercenaries and go on missions. Combat is difficult and your characters will die a lot. It is interesting to know that even if the number of deaths reaches a certain level, you will receive a trophy. Sometimes you get lucky and don't lose your character, but after the battle, it gets damaged like losing an eye or permanent brain damage. These will weaken your character and may even force you to stop using them.
There is nothing more frustrating than losing a beloved character, yet this feature has a unique story to your game. Creates. On the other hand, in the story, maybe this character had a romantic relationship with another character, and this causes the torment of the other character, which review may have a negative effect on his performance. Also, he may be vengeful and temporarily benefit from increased power. These special relationships and outcomes add a lot of depth to the story and gameplay.
The upside of this element is that you'll have a huge roster of characters to replace those killed. Fire Emblem Awakening uses 30 characters, and this number is 43 and 108 for Banner Saga 3 and Suikoden, respectively. However, 50 characters seems reasonable. This number will include main and secondary characters.
Leveling system/Fantasy XII: The Zodiac Age game
Final Fantasy 12 has a very attractive leveling system. You can choose between 12 different departments or classes (Job). Each section has a checkerboard where you unlock squares as you level up. In fact, every time you level up, you'll be granted permission to activate squares adjacent to the squares you've already unlocked. These squares allow you to gain new abilities and use stronger armor and weapons along with increased health.
Later you can add another class to each character. For example,
you can turn your white mage into a black mage at the same time.
This system adds more depth to the game than the
auto-leveling system found in RPGs or older Pokemon. Having a
system where you can specialize in different abilities of a class
and then add another class to it becomes very attractive in
combination with multiple attacks. Basis chose their parents, so
that whenever they reach the appropriate level, they can choose the
second class of their choice. Finally, resisting or showing
weakness against the problems that arise from the stress system
must be different for each class.
Massive Battles/Banner Saga, Suikoden, etc
Despite all The mentioned systems and the variety they offer,
however the game can get old and boring after a while. So
that's why the combat of the game has to change completely
from time to time. The system we've covered so far seems fine for
four characters to always be in battle, but the idea of expanding
it and completely changing the battle mechanics should also be
The kind of Tile-based battles seen in games such as Banner Saga
or Fire Emblem series are also attractive in their own way. For
these special battles, the roster of characters can be doubled or
tripled and placed on the battlefield. The only thing that needs to
be changed is the ATB system, and things like the stress system or
the field effect can be left untouched. However, two different
battle modes are not enough. We should see battles on a larger
scale like Suikoden battles.
In Suikoden battles, you can move your infantry or use mages and other units. The game also gives you different forces to help you in battle. For example, thieves can predict the enemy's next move, strategists will strengthen your infantry force, merchants will try to convince some enemy troops to join your ranks, etc. Something like this would add some variety to the gameplay and would be helpful in breaking the tedium of the more complex combat system used throughout the game.
The Construction/Gameplay System Legend of Zelda: Breath of the Wild
Maybe for many players, mechanics like cooking, making spells Or weapons in RPGs get boring after a while. One of the reasons for this can be the low impact of the items that the player makes during the game, so that he may stop making them. In most games, there are instructions for crafting items or cooking food in the game menu, and you only need to collect the ingredients.
Cooking in Breath of the Wild is extensive, but there is no in-game system for finding recipes. Or there is no way to prepare food. One way to find them is to refer to non-playable characters. This makes the game's cooking system incredibly fun, and you'll spend hours combining different ingredients to create potions with different effects.
The problem with many role-playing games is that you At the very beginning, you collect basic items or buy them from shops. However, having to work out the recipe to build them and progress through the game is a different experience. On the other hand, maybe the removal of vendors who provide the main items to the player and the existence of an economic system like the one seen in games like Mount & Blade: Warband and Sid Meier's Pirates, are some of the things that work great in combination with the mentioned system.
Certainly having all these systems in one game can make it very difficult for developers of turn-based role-playing games, and nothing like this has been seen before. However, the presence of even a few of these mechanics in a game can lead it to become a successful work. Finally, in order to change and remove games of this style from the cycle of repetition, it is not necessary to redefine its elements, but the use of successful mechanics used in similar games can be effective.
Source: GYG Lounge