The idea that started it all was when I was watching the combat in the PS1 game, Xenogears. It felt visceral, like a fighting game, but I was mindful of the fact that its an RPG.
As a kid, I really wanted to like fighting games, but I didn’t have any friends who could teach me. I understood there was a lot of tactics involved, and that was the fun thing about it. But I could hardly pull a dragon punch on an arcade stick, so much of it was lost to me.
Over the years, I’ve played many games: XCOM: UFO Defense, Final Fantasy Tactics, Fallout 2, Vagrant Story, Neverwinter Nights, Valkyrie Profile, Dragon Age: Origins, Disgaea, Valkyria Chronicles, Resonance of Fate, Dark Souls, and lately, Skullgirls. I’ve always thought about that game idea every now and then.
Here are the goals/ideas I’ve been coming up with:
- A fighting game but not as frantic: lessen the requirement of fast reflexes.
- As visceral and fast as a fighting game. The game has to be playable as reasonably fast as the player wants to.
- Lessen the requirement of memorizing patterns of input to execute special attacks. In fact, I’m not gonna put that in at all.
- Hitting is determined by physical collisions, not by formulae, like traditional RPG systems.
- Positioning is important.
- Incorporate other fighting game ideas:
- Combo attacks.
- Punishing: Concept of giving weakness to players who spam attacks mindlessly. This jives with the idea that the game is about tactics and strategy.
- Super meter: A gauge that fills up when you hit and/or get hit, used to unleash a powerful attack. This almost ensures the match will have a climactic ending, because both losing and winning player can dish out a lot of damage if they do things right.
More explanation of these goals will come in later posts.