AnotherArrow Wrote:Chocolatnave Wrote:I found turn-based combat gets boring and repetitive when you feel no sense of progression and using the SAME attacks over and over. If I use RPG as my model, I'll probably borrow Xenogears combat system... for some reason, that system never gets old with me. Also, I would use a time base model for determining whose turn it is... so, instead of going 1,2,3,4,1,2,3,4,1,2,3,4.... if say 2 was really really fast, it could go 1,2,3,4,2,1,3,2,4,2,1,3,4,2... and I would never set the game up such the player feels like he's waiting an eternity to move. (and definitely no random battles!)
As someone who has been turned off RPGs since the PS2 era, I can definitely agree with most of these statements. After thinking about it, reading the comments, and seeing the close polls, I think if you heavily streamline the RPG elements, you can make something that everyone will be happy with.
My actual suggestion is to make a Puzzle-Platformer with turn-based combat, for a couple reasons.
Things people hate about RPGs:
Combat:
-Repetitive (gain levels to gain skills that do higher damage, with no gameplay change)
-Slow turn-based pace
-Menu-based combat
-Grinding
Navigation
-Clicking through enormous amounts of dialogue trees
-Boring overworld & menus
-Disconnect between overworld & combat screen
and of course, random battles.
However, a bad platformer can be just as frustrating and/or boring to play as a bad RPG.
You're right about how platformers require a lot more finesse and are very hard to pull off.
Think about how much effort has to be put into balancing level design and combat mechanics and understand why most platformers see 1 finished level before quitting production. Not to mention, turn-based combat gives you better control over the animations, which is honestly why most people would be interested in playing this game in the first place.
So here's my suggestion:
Keep the general gameplay a platformer (running, jumping, dodging, etc), which turns into a turn-based tactical mode whenever you encounter an enemy (on the same level, rather than using a seperate battle screen). This opens a plethora of options, like giving the opportunity for the player to bypass combat by disabling enemies (pushing a boulder, using the environment, etc), or use stealth-platformer gameplay (taking out an enemy before they can engage you).
What do you think?