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Battles are a vital part of RPGs. They
consist about 50% of the game while the other 25% is exploring and 25% is plot
related. So in order to design a good game, a good battle system is a must.
Battle systems vary from game to game; however some rely on old traditions
such as turn based or ATB. Some do something different like go Dungeons and
Dragon style or Grandia style. The right battle system can salvage a bad game
or make a great game look glorious. The wrong battle system can tarnish a game
which was destined for something greater, but now we will never know right? I
will discuss the many different styles of battle.
Now the most traditional and the easiest to
make is turn based. Well, now there are different variations to turn based.
One of the examples of the most visual different variations is the difference
between Final Fantasy 10(FFX) and Dragon Warrior. Many would call it turn
based. Well in theory, it is; however, that is not what old school gamers such
as me consider turn based. Hardcore turn based means that you input all the
commands at the same time, and the enemy inputs it too. So you tend to have
the general idea who goes first, but that is always up for grabs as it can
change in turn. How is that different? Well the strategy changes. It is one
thing to assess the current situation and make a decision with one character.
It is entirely a different thing to make a decision based on the outcome of
the round, predictions of what the enemy will do, and wishful hoping.
Let’s give a battle situation.
Let’s say one person is critically injured and is in need of immediate
healing. The FFX strategy would be is to swap in Yuna or use a Hi potion as it
takes effect immediately. Now the Dragon Warrior strategy would be to have one
member cure that person and hope the enemy doesn’t attack before he or she had
the chance or you can have the whole party cure the member. Why the whole
party? The whole party would raise the odds of getting to her first before the
monster does. Sometimes that back fires and cures other people if the member
dies, and you accomplished nothing that round. So when I said wishful
thinking, it comes a lot into pray, stop nothing short of praying once in a
while hoping “please for once in my life, don’t let him attack me first”.
That is the obvious aspect.
There are other aspects to turn based such as the way they determine who
attacks first. Lufia: The Legend Returns has a system that differs from
others. They measure the stat of speed and for each person that the player
gave a command to, the game put it on a “list” ranking the highest speed first
to lowest speed. Simply put, whoever has the highest stat goes first all the
time and the order follows as listed to the lowest stat. Some other games have
a “stat” and they tend to like +-5, or something like that so that generally,
that person will usually go first but the system can change who goes first.
This makes it very unreliable and causes you to take risks. One other system
allows magic to go first before allowing physical attacks to happen. This
example is used in Breath of Fire. You can heal a person before the round
begins so you don’t have to worry about the person being cured in time. Okay,
that is turn based battle system. Now let’s turn our attention to the battle
system that FF has heavily relied on since its conception in Final Fantasy
4(FFIV) Active Turn based!
Active turn based is a battle
system that FF has used from FFIV to Final Fantasy 9(FFIX). It is a flawless
system that rarely needs updating, however, because of the rare modifications
made each time, it tend to become repetitive. Many Squaresoft games have that,
and it might be the most familiar battle system to RPGamers. The battle system
does not only apply to the FF series, also other games but Chrono Trigger and
Xenogears, two prominent games in their own respect. They might be good games
because of the story line but having good battle systems definitely seals up
some of the doubts. Anyway, the active turn based is a lot more fair and
easier. There is a bar under each character that “charges” in time. When the
bar becomes full, it is your turn to attack. Simple enough, however, you can
wait until other people charge up, then you decide the order but the enemy can
attack you in the meantime. Some games prevent enemies from attacking you
while you make a choice. That is good for a beginner who has little experience
with the pace. The pace is not really, fast but does take time to keep up and
think ahead. Some people think FFIV didn’t have ATB. It did, but it never
showed the bar. So it sounds turn based. ATB is pretty popular and simple to
use. ATB makes the game easier, in my opinion, because you worry about what
you can do now instead of how everything will turn out. After FFIX, ATB
stopped in FF. I was disappointed when I heard that there would be a new
battle system. Now, I realized that it was a good change to something that is
old and worn out. Don’t get me wrong, it is a good battle system but it is
used too many times like a cliché!
Many battle systems have been
developed for many different games. Such examples are Grandia 2, Chrono Cross,
Xenogears, Dungeons and Dragons games such as Baldur’s Gate, Icewind Dale and
Nevernight Winters. Grandia 2 is one of the most unique battle systems. They
have a bar underneath and all the enemies and characters on there. Over time,
the people will move on the bar going to the end of the bar. When they hit a
certain point, they are allowed to issue commands. Depending on the command,
you might move swiftly to execution and attack fast, or you might move slowly
as you cast a magic. During the time between command and execution, you may be
able to cancel an enemy attack, so timing is everything. I won’t go too deep
into that. Xenogears and Chrono Cross have a unique system. Xenogears is a
mixture of both ATB and a stamina system. Characters will be allowed to use
three different types of attack using 1, 2, or 3 points of stamina. How does
ATB fit in the game? ATB decides when the character is able to attack. As the
level goes up, your stamina goes up to a max of 7 points so at that point you
will be able to use two 3 points attack and one 1 point attack. Chrono Cross
is very similar, only that there is no ATB and you can choose for the
characters to attack at anytime providing that they have stamina available. I
won’t go too deep. If you are curious, ask me later. Dungeons and Dragons
games battle system derive directly from the paper and pencil game itself.
They use “dices” in the game which is randomly selected number to determine a
point that the attack got. If the hit equal or exceeds the armor class, a stat
to define how easy or hard to hit a person or a monster, it will be successful
and then rolls to determine how many hp will it take off. I forgot the rules
so I might be incorrect but it is something similar to that. It is more real
time based, however you can pause to issue commands during the battle. This is
helpful if you are focusing on too many things at the same time. So it is also
pretty complicated and I am not in favor of the system but many old school
RPGamers from way back then like it and still like it to date because of the
many opportunities that the games provide.
The battle system makes up a key
ingredient the game. These systems are different and many times, different is
good. If all games had the same battle system, the games will turn boring no
matter how good the plot is. Go forth and slay your enemies but as one wise
master said,
“A great warrior humph, war does not make one great”
Hobbes Lionheart
This name originally opened a new email to Hobbes Lionheart at hobbes [at] finalfantasyfanatic.com. The mailto action is disabled in this restoration.
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