Grid Size of Tactical RPGs

What grid size(s) do you prefer? (Pick up to 3)

  • Very Small: ~6x8 (e.g. Fire Emblem Heroes)

  • Small: ~10x6 to ~12x12 (sorry, can't think of any examples)

  • Medium: ~17x13 (default RPG Maker MV) or ~20x12 (widescreen)

  • Large: ~25x15 (1200x720 resolution w/ MV tile size)

  • Very Large: ~30x30 or ~40x22 (for 1920x1080 widescreen)

  • Extreme: ~64x64 (e.g. Fire Emblem 4: Genealogy of the Holy War)


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Frostorm

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I wanted to see everyone's thoughts on how large a map should be for grid-based tactical RPGs. Also do you prefer a square map or a rectangular map to better utilize common widescreen aspect ratios? Obviously one major factor is party size: A game w/ a party of 4 probably shouldn't use a 64x64 map for example.

Btw, I am currently using 20x11 for my game.
 
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Pootscooter

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I chose "Medium" & "Large", but at the same time Fire Emblem Heroes pulled off a tiny map size very well. Then again, it's a mobile game lol. If you're using 20x11, then you probably don't want to exceed a party size of 4. Also, how many tiles can a typical move in your game?
 

Frostorm

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I chose "Medium" & "Large", but at the same time Fire Emblem Heroes pulled off a tiny map size very well. Then again, it's a mobile game lol. If you're using 20x11, then you probably don't want to exceed a party size of 4. Also, how many tiles can a typical move in your game?
I use Speed ÷ (Level / 2.5) = Move
"Speed" is just LUK renamed in my game. Basically units will typically be able to move between 2 to 7 tiles or so. My game allows for stat allocation, hence the wide range. Having a movement count of 7 would mean all your other stats are absolute crap tho. Such a character would be pretty useless for combat, but I guess they could run around like a lunatic lol. 100 of any stat would be considered "good" by lv50 (max lv), and 150 would be "excellent", but your other stats would definitely be sub-100 (poor) as a result...
 

HumanNinjaToo

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I think the proper grid size can be dependent on the average move spaces per character, as well as enemy placement.

I think for tactical purposes, there should be enough space that most melee type characters cannot pull off melee damage on their first turn; however, mages and archers can probably get away with doing damage their first turn, but they shouldn't be able to get optimal position on that first turn.

Also, I'm thinking that a smaller square map works well for most indoor locations, but you may need something bigger to simulate a town area or some other more opened up location.

I don't think this question is easily answered by just selecting one grid map size.
 

Frostorm

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Hmm, in that case I may have to tweak my movement formula and lower the amount units can move across the board ever so slightly.
 

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