He's probably going to berate you no matter what you say though ¯\_(ツ)_/¯
So, how do you estimate the (average) duration of the finished prototype?That was recorded before the camera was finalized, so that aspect of the vid is somewhat irrelevant. It's something we've paid attention to. And there are other visual cues a player will use to judge how far above a lower platform they are. The finished prototype will not be just green boxes on a black background.
Doesn't everyone like when Mike berates them though? He's kinda like everyone's favorite male Tsundere.
Months of work. :^P
As mentioned, that was before the final camera. However...you can't see the ground when Samus jumps and this is before you get high-jump boots.
If the enemy falls off, they exit the battle. They stay in the world unless they were an enemy created specifically for the battle. They preserve their HP lost.
If the enemy falls off, they exit the battle. They stay in the world unless they were an enemy created specifically for the battle. They preserve their HP lost.
If an Incarnation falls off, they currently also exit the battle. (^.^) This will probably require you to spend some resource (a turn or some super meter) to bring them back.
If Ajna falls off, the battle ends, and you don't get any of the benefits of winning it, like getting back HP. Enemies also preserve their HP.
I would say that you didn't ask if there are bottomless pits in the game if I were Mike =^]
Indivisible's Twitter said:
They've already said the plan is to make upgrading achievable via exploration, and that the prototype's style of progression is just faked to speed things up.Exp might still be a thing. We haven't really had full confirmation. Maybe EXP will work differently? Or it's built up to unlock certain perks? In the battle demo we saw Ajna beat the singular enemy at the start, she flashed, and the game said "Ajna can now attack twice." Which I took to mean that fulfilling certain conditions or earning enough EXP will level the char up in ways of things like HP, ATB gauge, but maybe not be as active a boost to char's stats like in most RPGs.
Satisfaction from bragging about that one-hit kill combo you did on that one enemy.
Eh, I don't think that's enough. In a fighting game, your reward for beating on opponents is damage, victory, and better setups. However, in RPGs, one of the core aspects is the enemy encounters. I get that this game is focusing on the platforming and those interactions, but having the battle system as it is, with how diverse and interesting it looks and how it interacts with the environment, feels like it would be a waste if there wasn't much reward and battles became monotonous to get through when I could just go around or over, find the next upgrade, and get stronger anyways. Again, I'm assuming there'll be some reward or some way ot use battles to your advantage, we just haven't seen it yet.
There will probably be rewards for winning battles, we just haven't seen what it is yet. I'll just wait until they reveal what it is.Eh, I don't think that's enough. In a fighting game, your reward for beating on opponents is damage, victory, and better setups. However, in RPGs, one of the core aspects is the enemy encounters. I get that this game is focusing on the platforming and those interactions, but having the battle system as it is, with how diverse and interesting it looks and how it interacts with the environment, feels like it would be a waste if there wasn't much reward and battles became monotonous to get through when I could just go around or over, find the next upgrade, and get stronger anyways. Again, I'm assuming there'll be some reward or some way ot use battles to your advantage, we just haven't seen it yet.
It'd be funny if there was a platforming challenge that required you to enter battle and use certain moves to combo an enemy into a goal over a pit or something funny like that though XD
I disagree. "You get to keep living." could work, but look at games like Paper Mario Sticker Star. That RPG the only reward for fights is gold and continued living. Fights were worth jack squat cause you could get all you needed in the fields. My whole point is that, depending on how enemies are placed, unless they're all mostly forced fights, if htere is no reward for engaging them, then you could simply kick them out of battle and continue on, grabbing power ups in the field and still getting stronger through that.
My problem with that would be that it treats battles as an obstacle or chore instead of a fun activity with a reward at the end.
My whole point here is basically that I think it's counterintuitive to have a battle system but give reward for using it aside from removing an enemy from the map. Otherwise why not just make it a platformer where hitting the enemy or jumping on their head kills them, you'd get just as much reward, spend much less time learning the system, and be able go back to exploring much faster.
Battles in RPGs can get tedious after a while compared to a game like a platformer IMO. RPG battles require a lot of strategy and attention and they also usually take longer than shooting an enemy in a platformer. They're different genres that ask different things from the player for their battles.I think there's some wholes in the logic here. Why exactly will you get tired of doing them? There are many actions and combat elements in games that don't have palpable rewards afterwards. Killing an enemy for survival doesn't get boring in Metroid, so what makes you think it will get boring here? Unless you're admitting that turn based combat is inherently more boring then realtime, and only runs on skinners box appeal.
That's fair enough, but keep in mind the fights in this game might be very fast paced.Battles in RPGs can get tedious after a while compared to a game like a platformer IMO. RPG battles require a lot of strategy and attention and they also usually take longer than shooting an enemy in a platformer. They're different genres that ask different things from the player for their battles.
Basically it isn't a problem with the battles being boring, but they take longer most of the time and can get tedious, so a reward helps give you some incentive.
I think this is likely the case. Peter already posted that the idea was to have the player get in and out of combat very quickly, so I don't think they'll be as long-winded as people are dreading.
A large number of games are popping up in my head. SMTIV and SMT3 fights can get repetitive because each one is tough and not always when you want them to be tough. Yeah that creates tension, but it also serves as a turn off to some when they already passed through an area and are being assault by enemies they should, in other games, be able to swat away. Throw in consistently repeating enemies in the same area...
But in Metroid enemies go down in a few hits, and you have a number of tools you can hit them with to do different things. We don't yet know the extent of Ajna's abilities towards enemies in the overworld just yet, though, so I can't really continue any speculation or counter points just yet.Same reason you'd do it in Metroid I'd imagine. You kill stuff so that it won't kill you. There's also terrain to think about here, apparently. Avoiding enemies might be a platforming challenge in itself, or you may want to try and engage enemies in advantageous situations rather then let them chase you into a bad spot. Speculation etc.
Well goodluck with those math problems. All I can say is that I do expect smartly designed enemies. However, even if the enemies are designed well and the battle system fun and engaging, it still doesn't change my worry that without any sort of incentive or reward, people looking to just continue, or who want to get from point A to point B have no reason to partake in battles except to learn how to fight in them. And even then, they could just throw themselves at each boss until they find a winning strategy, which some games in RPGs have this issue of. Basically, regardless of how interactive or fun or dynamic you can make the battle system, if players don't have an active reason to engage in fights when they can avoid them, then at some point players may just decide to ignore battles and go about looking for secrets and hidden items, avoiding all the enemies since beating them means absolutely nothing, thus rendering their purpose mute.That's why good games have a variety of unique and smartly designed enemies that all have their own tactics but never cease to surprise you. I'm thinking of several games right now and suddenly want to play them but I can't because I have had -5 hours sleep and still have way too many math problems to finish before midnight.
if players don't have an active reason to engage in fights when they can avoid them, then at some point players may just decide to ignore battles and go about looking for secrets and hidden items, avoiding all the enemies since beating them means absolutely nothing, thus rendering their purpose mute.
Said it before - no bottomless pits, and hopefully no instant-death traps or junk either. Curiosity should be rewarded, not punished. You should never be afraid to go into somewhere.
Oh, we will.
No, like a "you run into one monster but you are now fighting three," the extra two are just-for-battle.
There will likely be XP, it just won't go toward massive boosts to your defense or attack stats. There are other things to increase.I dunno, if you don't get exp...it makes battles a bit pointless except as a means to remove obstacles, since you can get most progression through exploration, if that's they're goal. I assume there'll be some incentive to clear away enemies and do battle, they just haven't explained it set it up yet...
So then what benefits do I get from beating up enemies?
They most likely did that because they already had a character that could move and take damage, and they wanted to leverage what existed and not do extra work.
If they're fun, you play them by choice. If they are NOT fun, you need to be forced to play them. If you need to be forced to play them, why not make them fun instead?
No breakable weapons like in VP, yes.
I believe I stated earlier something akin to this, where EXP could possibly go towards less noticable buffs, like boosting overall HP or go towards unlocking skills. There are TONS of ways you can reward a player, they don't all have to be strictly stuff for levels. I know this, I've played more than one type of RPG in my life XDThere will likely be XP, it just won't go toward massive boosts to your defense or attack stats. There are other things to increase.
Samus gets health and ammo back. Alundra gets gold and the ability to leave the room. Even without XP in Chrono Trigger you get Tech points which let you learn new attacks. There are plenty of things that aren't exp. Bosses in some FFs don't even give XP. :^P
You have a LONG way to go for game design, sirrah.