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What the title says, really: those attacks that automatically bring a character's hit points to zero should they connect. They're something I've been considering including in my games and I've been thinking about them lately, so I decided that maybe they could be an interesting topic of discussion.
To start things off, here are my own thoughts on them:
I don't particularly mind them so long as there's a good way to block them. For example, providing the player with equipment that nullifies them before throwing them into an area where there's a bunch of enemies that make use of them. In the event the player isn't provided with such equipment, then there should probably be a way to recognize when an OHKO is incoming and give the player the tools to avoid it.
In a turn-based game, OHKOs are probably better when the OHKO only happens under specific circumstances. For example, perhaps there's an enemy that inflicts a bunch of status effects, then uses a move that's instant death to anyone inflicted with a status effect. In that case, the player has a chance to cure the status effects and avoid the OHKO.
I also quite like Doom (target is inflicted with a countdown and dies when that countdown hits 0) as a means of inflicting instant death. In that case, the player has the option of either finishing the battle quickly enough before the countdown hits 0, or just finding some way to stop the countdown entirely.
Generally speaking, I'm not a fan of randomly-inflicted OHKOs, unless it's possible to become immune to them. To name one particularly bad example of a random OHKO: Shin Megami Tensei Strange Journey. MA. 25% chance of GAME OVER every single time it's used, with absolutely no way of nullifying it. It basically turns that particular boss fight into a luck-based mission. That's not exactly my idea of a good time.
If a game has multiple party members that can be knocked out without getting a GAME OVER, then randomly-inflicted OHKOs are a little more forgivable. Games with only one party member, or where it's a GAME OVER if one particular member is knocked out, should not have randomly inflicted instant death attacks (in fact I say they probably shouldn't have instant death attacks period, but something like Doom would be more forgivable). In the aforementioned Shin Megami Tensei example, the player gets a GAME OVER when the main character is knocked out. Hence why MA is complete bull-arg-.
What about the player's ability to use instant death attacks? I don't feel the Final Fantasy route of having an instant death spell that 99% of enemies are immune to and wastes the player's turn entirely when it fails is a good idea. That's basically an extension of the "status effects are useless" problem that's been talked about a fair bit when it comes to RPGs.
The way I'd go about doing things from the player's end is turning the instant death attack into a normal attack should the target be immune to instant death or in the event the RNG just fails. My take on Doom would inflict Darkness-elemental damage on the target at the end of the countdown should the target be immune to instant death, for example.
I also think most regular enemies should be vulnerable to instant death in some fashion, though maybe not in such a way that casting the Death spell over and over again makes enemy mobs a complete joke (that's about as fulfilling as mashing "Attack" over and over again, just with a different skill). Perhaps that "instant death to anyone inflicted with a status effect" skill could be given to the player for this purpose.
As someone who plays games primarily to fight bosses, I don't think bosses and certain stronger enemies should be vulnerable to instant death attacks. At the very least, the player should have to work for getting their OHKO move to work on a boss; perhaps it could be a puzzle-based alternative to just fighting the boss through other means.
That was a lot longer than I intended it to be. Anyway, what are your thoughts? Are instant death attacks a useful mechanic worth considering, or an example of fake difficulty that should be avoided? (Or somewhere in-between?)
To start things off, here are my own thoughts on them:
I don't particularly mind them so long as there's a good way to block them. For example, providing the player with equipment that nullifies them before throwing them into an area where there's a bunch of enemies that make use of them. In the event the player isn't provided with such equipment, then there should probably be a way to recognize when an OHKO is incoming and give the player the tools to avoid it.
In a turn-based game, OHKOs are probably better when the OHKO only happens under specific circumstances. For example, perhaps there's an enemy that inflicts a bunch of status effects, then uses a move that's instant death to anyone inflicted with a status effect. In that case, the player has a chance to cure the status effects and avoid the OHKO.
I also quite like Doom (target is inflicted with a countdown and dies when that countdown hits 0) as a means of inflicting instant death. In that case, the player has the option of either finishing the battle quickly enough before the countdown hits 0, or just finding some way to stop the countdown entirely.
Generally speaking, I'm not a fan of randomly-inflicted OHKOs, unless it's possible to become immune to them. To name one particularly bad example of a random OHKO: Shin Megami Tensei Strange Journey. MA. 25% chance of GAME OVER every single time it's used, with absolutely no way of nullifying it. It basically turns that particular boss fight into a luck-based mission. That's not exactly my idea of a good time.
If a game has multiple party members that can be knocked out without getting a GAME OVER, then randomly-inflicted OHKOs are a little more forgivable. Games with only one party member, or where it's a GAME OVER if one particular member is knocked out, should not have randomly inflicted instant death attacks (in fact I say they probably shouldn't have instant death attacks period, but something like Doom would be more forgivable). In the aforementioned Shin Megami Tensei example, the player gets a GAME OVER when the main character is knocked out. Hence why MA is complete bull-arg-.
What about the player's ability to use instant death attacks? I don't feel the Final Fantasy route of having an instant death spell that 99% of enemies are immune to and wastes the player's turn entirely when it fails is a good idea. That's basically an extension of the "status effects are useless" problem that's been talked about a fair bit when it comes to RPGs.
The way I'd go about doing things from the player's end is turning the instant death attack into a normal attack should the target be immune to instant death or in the event the RNG just fails. My take on Doom would inflict Darkness-elemental damage on the target at the end of the countdown should the target be immune to instant death, for example.
I also think most regular enemies should be vulnerable to instant death in some fashion, though maybe not in such a way that casting the Death spell over and over again makes enemy mobs a complete joke (that's about as fulfilling as mashing "Attack" over and over again, just with a different skill). Perhaps that "instant death to anyone inflicted with a status effect" skill could be given to the player for this purpose.
As someone who plays games primarily to fight bosses, I don't think bosses and certain stronger enemies should be vulnerable to instant death attacks. At the very least, the player should have to work for getting their OHKO move to work on a boss; perhaps it could be a puzzle-based alternative to just fighting the boss through other means.
That was a lot longer than I intended it to be. Anyway, what are your thoughts? Are instant death attacks a useful mechanic worth considering, or an example of fake difficulty that should be avoided? (Or somewhere in-between?)