- Joined
- Apr 19, 2018
- Messages
- 179
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- 213
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- English
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- RMMV
How do you feel about the concept of making regular battles in games somewhat longer and more involved (with appropriately scaled rewards), but reducing the overall frequency of encounters in exchange?
I want to talk a bit about my own project for context, but then open it back up to a more conceptual discussion. I originally intended for my normal encounters to last roughly 2-3 rounds on average, but as my combat’s mechanics evolved and grew deeper, I started to feel as though this wouldn’t be long enough to bring out the most engaging parts of my system. Since I decided to fully heal players after each encounter, it also pushed me to design extremely dangerous enemies just to create any source of challenge.
Extending the average encounter duration to 4-5 rounds helps smooth out the discrepancies in the way the game plays between normal encounters and boss battles, but with 4 party members and up to 6 enemies in regular combat, the battles would definitely be more time consuming. Cutting the frequency and upping the rewards was the first solution that came to mind.
So, back to the general concept:
- As a player, how do you generally feel about this sort of design choice?
- Do you think it works better with a certain style of encounters (e.g. random, visual, etc.)?
- Does it potentially improve or worsen the experience of grinding?
- What other types of game mechanics might be impacted (and potentially have to change) as a result of a design choice like this?
Looking forward to hearing your thoughts!
I want to talk a bit about my own project for context, but then open it back up to a more conceptual discussion. I originally intended for my normal encounters to last roughly 2-3 rounds on average, but as my combat’s mechanics evolved and grew deeper, I started to feel as though this wouldn’t be long enough to bring out the most engaging parts of my system. Since I decided to fully heal players after each encounter, it also pushed me to design extremely dangerous enemies just to create any source of challenge.
Extending the average encounter duration to 4-5 rounds helps smooth out the discrepancies in the way the game plays between normal encounters and boss battles, but with 4 party members and up to 6 enemies in regular combat, the battles would definitely be more time consuming. Cutting the frequency and upping the rewards was the first solution that came to mind.
So, back to the general concept:
- As a player, how do you generally feel about this sort of design choice?
- Do you think it works better with a certain style of encounters (e.g. random, visual, etc.)?
- Does it potentially improve or worsen the experience of grinding?
- What other types of game mechanics might be impacted (and potentially have to change) as a result of a design choice like this?
Looking forward to hearing your thoughts!


