Making battles less spammy/repetetive

 Nova

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I personally make use of element weakness/resistance, and add multiple enemies with different weaknesses so you won't spam the same skill if you have one of the right element. 

What do you do to avoid the button-mash gameplay in battles?
 

Eschaton

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You'll just have to make your combat deeper. Maybe enemies enter combat with buffs that require you to use your skills to remove, buffs such as armor or health regen. Maybe some enemies are so dangerous that you have to pin them down with a paralyzing skill every couple of turns while you whittle it down with magic because physical attacks aren't doing the trick.

Get creative.

Design your combat such that your players should be employing their wide range of skills for every battle. If they can mash Attack, the combat is too easy.
 
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bgillisp

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However, don't assume its a bad thing if the players can (eventually) get to the point where they can mash attack. Personally, if my party is 10 - 15 levels over the level of the monsters, I don't like to waste MP on them and get annoyed at having to blow 10 MP on a fireball just because regular attack won't work to wipe up these monsters.

Sometimes, I think we overthink battles and want to make every battle epic. The problem is, if every battle is 'epic', then nothing stands out and nothing is good, and you end up with 'bleh'.
 
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Eschaton

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You raise a good point. Of course, the player shouldn't be bothered by such battles. That's why I dont advocate infinite random encounters, but do advocate evented battle.
 
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Wavelength

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Sometimes, I think we overthink battles and want to make every battle epic. The problem is, if every battle is 'epic', then nothing stands out and nothing is good, and you end up with 'bleh'.
I like a lot of your ideas, bgillisp, but I don't personally agree with this one.

One of my primary goals in timeblazer was to make literally every single battle feel exciting and different and no one (yet) has said that combat felt 'bleh' because of the lack of popcorn battles.  The combat was pretty well-received.  Granted, the current public version has only 4 battles (with ~10 in the version currently in production), but I think that's kind of a design ideal - you shouldn't have any more battles than you think the player will need to get the maximum enjoyment out of your game.  Most games, in my opinion, have way too many battles, and the experience ends up being less fun for it because combat begins to act as an obstacle rather than an experience that the player looks forward to.

Even in more traditional RPGs that I've worked on, I try to make at least a third of the random battles stand out as interesting and different (and all of them potentially challenging if the player doesn't come up with a sound strategy).  Making use of unique status effects, mid-battle events, or interesting enemy behaviors can really go a long way toward making each troop memorable.  To a lesser extent, giving the player a wide variety of skills that aren't functionally the same (in other words, the difference between your Fire Spell and your Ice Spell shouldn't just be the type of damage it deals) can also make battle in general a lot more fun and interesting.
 

bgillisp

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@Wavelength: For what you are aiming for, then yes, it can work. However, my point was for games that try to make all 5000+ of their random battles interesting or epic. Once you try to do that, then it just blurs to the player and they remember nothing. However, for your game, with only 10 intended battles total, then yes, it can work. After all, many RPG's have more boss battles than that, and they do manage to stand out.
 

Eschaton

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You're right in that games with 5000+ don't need their battles to be epic, nor should they be, nor can they be, because there are 5000+ of them. Games DO have too many battles.
 

Wavelength

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@Wavelength: For what you are aiming for, then yes, it can work. However, my point was for games that try to make all 5000+ of their random battles interesting or epic. Once you try to do that, then it just blurs to the player and they remember nothing. However, for your game, with only 10 intended battles total, then yes, it can work. After all, many RPG's have more boss battles than that, and they do manage to stand out.
Fair enough; making every battle "epic" is a much more sound idea when you have 10 battles than 5000.

But I'd present you with this argument: in this theoretical game that had 5000+ (or even 1000+ which is still an insanely large number of) battles, wouldn't you still rather have those battles be interesting (though quick) ones that encourage a bit of thought as opposed to mindless time-takers that literally ask for nothing more than hitting the spacebar twelve or fourteen times but take a minute to complete?  I sure would! :)
 

bgillisp

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Personally, I doubt anyone could write 5000 battles and make them all interesting and memorable, just because no one would remember what happened in all 5000 of your battles.

The other issue is time. Writing 5000 battles that are all interesting, balancing them and making them work would probably take 5 - 10 years (just based on how long it has taken me to balance my boss fights so far). But if you are up for the challenge and wish to tackle it, go for it.

Though, the funny thing is, my next project I intend to be a game with about 75 - 80 battles total (no random fights, all fixed ones. Though you can repeat some of them if you wish to grind for any reason), so I'll be experimenting with this myself later this year. So I just might be checking out tmeblazer more to see how you did it in your game.
 

Lustermx

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I would make sure each battle is rewarding in terms of item gain and experience gain. The items may be useful for particular side quests, and thus there is an incentive to engage in battles even if they are repetitive and spammy.

 I think pokemon is a bit like that. All battles are so samey and repetitive yet due to the relatively quick experience gain, it doesn't matter, it just feels rewarding to battle every trainer.

This doesn't really answer the question to making battles less spammy and repetitive, but it sure does solve a few of the problems that might arise from the tedious nature of them.
 

Sixth

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I know not many people think about this in this regard, but making dynamic battle music can get you a long way.


I remember when I played "The Last Remnant", a pretty cool RPG with kinda unique battle system, the music which changed during the fight depending on the morale of the party got me so hyped sometimes, even in "random", grinding-type battles. The battles were mostly the same, but the music was just too epic to not like the battle.


Aside from making all your battles too annoying (because honestly, who likes casting 10 spells on a single enemy in a random battle?), you might want to consider adding something unique for your battle system. I don't think that making your battles less repetitive but way more annoying will do you any good in the long run. Instead add unique mechanics for it. Timed button attacks, combo spells, bonus item drop/xp if this and that happens in the battle, cool (but optional) finishing moves on defeated enemies, and so on. Use your imagination, and don't be afraid to make innovative things, if that is even possible in our current era with countless games out on the horizon. Of course, most of these will require a script, but hey, if you want to create something memorable, you will have to use/make scripts sooner or later.


I do like games with infinite amount of battles, mainly because if I think a boss is too hard, I always have the choice to get back and grind some more, to make it easier. And I am a grinding maniac in any RPG, that is why I like and play this genre (not much nowadays, but still). I will grind even if the battles are repetitive as long as there is a noticeable reward for battles. For 1 XP/gold? No thanks! :p
 

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Ever played Persona 2?

Battle encounters could be social interaction with demons, or battle with them, or both (if first fails).

That was a fantastic idea in my opinion, but made Persona 2 somewhat intimidating to casual gamers.

Also do not make the party overpowered. Good balance is the key here. Having an overpowered party, just pressing the attack (default selection) will cause the battles to go on. It is good if you have many random encounters. If the battles are limited though, you should put some depth in your battle system.

Weaknesses, Resistances, fusion moves, combos (like a skill that casts weakness on opponent to an element, by lowering resistances of Ice element for exmaple) and then use Ice on the enemy, stuff like that.

There are many ideas that can make your game not button mash friendly. But keep in mind that there is a bunch of players out there who love casual play too. You should not make button mash impossible in my opinion, you should just make taking correct actions more rewarding. ;)  
 

bgillisp

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@Sixth: Maybe the game is set up so that you level up with 3 total EXP? :p . But I see what you mean by the 1 EXP. Actually, that is a common problem with games that level scale the EXP rewards, because at some point you get 1 EXP for the battle due to the scaling. The problem is, if you assume the player doesn't need to grind anymore at x level, and you are wrong, they are stuck doing the 1 EXP fights and just have to endure it or quit.

@Dreadshadow: That exists in Shim Megami 4, Strange Journey and other games by that company too. However, I find the demon interaction a tad too random for my tastes. Maybe I just don't like it when you use route A and the demon refuses to join, so you go route B and they still refuse to join? Kind of hard to know what you were supposed to do then, because as a player all you see is that both possible routes failed, so now you are just confused (and frustrated too). However, I'm not sure what the fix is myself, ideas?
 

Vox Novus

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You want your combat to be in-depth of course and have multiple factors for the player to take into account. Enemies can have elements like you say or provide buffs to each other that need to be removed, things most of us that play rpgs regularly are familiar with.

I think though in terms of making it less spammy as you say is to mix these basic rpg qualities and find a way to mix it up. Maybe an enemy starts the battle with a buff and so the player must have the where with all to take note of that and react; do they remove the buff or try to fight the monster in a different way. Going along with this idea maybe enemies when paired with other enemies will react differently and start the battle by buffing an ally, even making up for something like an elemental weakness the player would normally expose.

Another important thing is to make sure your resources like mp are balanced. Honestly I don't like the idea in games where you can just buy something that recovers your mp, because if the player can do that they will just continue to use their best skills/spells that consume mp. You want the player to feel like it is a valuable and limited resource and that they need to preserve it when possible, this will lead to them trying to make more decisions in battle, do they preserve their mp or use a skill/spell to give them an advantage.

Also do not make the Attack command pointless, we hear a lot about rpgs where you can just spam attack and win which is boring but an rpg where I don't use attack and spam the same skills over and over again every battle is just as boring (and requires me to press enter/click more). If you make mp limited like I said above players may chose to use attack every now and then since it is resource free. You can also find ways to make the attack command more beneficial. In my games I've been making the attack command basically the only way to score a critical hit; it provides something extra for the player to consider.

Lastly don't feel the need to make normal encounters (depending on the context/length of the game) these long epic encounters. I don't actually want to spend 10-20 minutes on some normal battle that I might run into again and then repeat the same process. Save the long battles for bosses and aim to make normal encounters a significant fraction of the time.
 
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Wavelength

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Pokemon (which was brought up a couple times as a game that might feel exciting even if its battles can be grindy) is a really good example of how to keep the player's interest curve high - even in the random battles, there's always a real chance that something exciting will happen, like encountering a really rare Pokemon.  If you do, it feels epic.  And if you don't, it's usually over within like 15 seconds anyhow.  This is very good design IMO.

@Dreadshadow: That exists in Shim Megami 4, Strange Journey and other games by that company too. However, I find the demon interaction a tad too random for my tastes. Maybe I just don't like it when you use route A and the demon refuses to join, so you go route B and they still refuse to join? Kind of hard to know what you were supposed to do then, because as a player all you see is that both possible routes failed, so now you are just confused (and frustrated too). However, I'm not sure what the fix is myself, ideas?
I like to add skill elements to this kind of thing.  For example, there's a random encounter in one of my games where a creature asks you for a random item and - since it's run through a troop event - you can't check to see whether you already have it.  You can say "yes," "no," or just attack him (and his cohorts), which starts the battle.  If you say "no," he'll just walk away, but if you say "yes" and don't have the item, he'll assume you were trying to pull a fast one on him and attack!  On the other hand, if you say "yes" and DO have the item, you can trade it for a massive reward.

Other ways you could add skill might be a minigame, or a battle thing where if you want to win over the "friendly monster", you have to defeat things that it summons to "test" you.  Not every encounter should be this different, but including a lot of them throughout the game is the kind of thing that makes it feel like an experience to the player, not a grind.

I know not many people think about this in this regard, but making dynamic battle music can get you a long way.
I remember when I played "The Last Remnant", a pretty cool RPG with kinda unique battle system, the music which changed during the fight depending on the morale of the party got me so hyped sometimes, even in "random", grinding-type battles. The battles were mostly the same, but the music was just too epic to not like the battle.
I'm much more of a mechanics guy and not necessarily as good at thinking up aesthetics like this that would make otherwise-mundane activities feel really rewarding, but yeah - you make a great point.  I liked this battle music shift in Skies of Arcadia as well.  A friend of mine gave me a great suggestion recently to keep the battle theme running when a scene involved three consecutive battles, rather than returning to the map music every time the player leaves the battle screen, and it made the scene feel so much more quick and action-packed.  This kind of thing is overlooked way too often by all but the best storytellers!

Another important thing is to make sure your resources like mp are balanced. Honestly I don't like the idea in games where you can just buy something that recovers your mp, because if the player can do that they will just continue to use their best skills/spells that consume mp. You want the player to feel like it is a valuable and limited resource and that they need to preserve it when possible, this will lead to them trying to make more decisions in battle, do they preserve their mp or use a skill/spell to give them an advantage.
Totally agree with this (if there are MP-restoring items, they should be fairly rare, expensive, etc.), which is why the addition of TP was such a boon in VX Ace.  It's great to have a resource that you try to conserve, plus a resource you can use freely because it resets at the beginning of each battle.

Also do not make the Attack command pointless, we hear a lot about rpgs where you can just spam attack and win which is boring but an rpg where I don't use attack and spam the same skills over and over again every battle is just as boring (and requires me to press enter/click more). If you make mp limited like I said above players may chose to use attack every now and then since it is resource free. You can also find ways to make the attack command more beneficial. In my games I've been making the attack command basically the only way to score a critical hit; it provides something extra for the player to consider.
That's a good point.  It's true that the "press X repeatedly; win fight" design is (deservedly) so maligned that sometimes we go too far the other way and make the Attack command useless.  But there's also nothing worse than situations where skills that cost something are worse than just attacking.  It should be a situational thing.

I guess if you don't want the players to ever Attack, you shouldn't include it as an option.

Lastly don't feel the need to make normal encounters (depending on the context/length of the game) these long epic encounters. I don't actually want to spend 10-20 minutes on some normal battle that I might run into again and then repeat the same process. Save the long battles for bosses and aim to make normal encounters a significant fraction of the time.
It's true that a 10-minute-long random encounter is terrible design and incredibly annoying to the player.  And maybe that's what bgillisp was getting at, and I didn't understand the intent.  But what I'm trying to say a lot in this topic is that there's a big different between epic/long and interesting/memorable.  A 40-second-long encounter can still be interesting or memorable, like the example from my game above, or enemies with some unique twist (thinking of Mushcoid or Sliver from Tales of Symphonia, for example), or the "friendly encounters" in some Final Fantasy games.  This wakes the player up.  It gives them something to think about, and to pay attention to.  It sticks in their mind, even if there are a relative lot of them.
 

Kes

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Totally agree with this (if there are MP-restoring items, they should be fairly rare, expensive, etc.), which is why the addition of TP was such a boon in VX Ace.  It's great to have a resource that you try to conserve, plus a resource you can use freely because it resets at the beginning of each battle.

 
I disagree with you.  I think that having TP reset at the beginning of each battle is one of the reasons why Ace encounters can be so incredibly boring and why players want to use the MP skills instead.  Your battle begins.  Do you have any skills available?  If they are TP based, probably not, unless the random effect is high enough, but the skill that is available might not be of any use to you in this particular situation.  So all you can do is spam attack until either you have had enough turns or have taken enough damage to generate sufficient TP to get your skill - by which time the fight is possibly over.
 

Wavelength

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I disagree with you.  I think that having TP reset at the beginning of each battle is one of the reasons why Ace encounters can be so incredibly boring and why players want to use the MP skills instead.  Your battle begins.  Do you have any skills available?  If they are TP based, probably not, unless the random effect is high enough, but the skill that is available might not be of any use to you in this particular situation.  So all you can do is spam attack until either you have had enough turns or have taken enough damage to generate sufficient TP to get your skill - by which time the fight is possibly over.
I agree that the rand(25) implementation of TP is horrendous, but the concept of a resource that refills before and during combat is really nice and the formula for starting TP is really easy to change to, say, "100".
 

Kes

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I agree, the concept is very good, but in practice it can be a total pain.  By coincidence, I have just started a query thread about setting enemy TP, as I think that this side of the equation is often overlooked.  If one adjusts the amount of enemy TP at the beginning of battle, that can help to make things much more interesting.  (But unfortunately I've forgotten how I did it.)
 

Vox Novus

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As far as TP goes I've made one game where it was reset and used it as a resource for skills. In the game only a few of the main characters can use magic so they can start the battle without having to worry about not having TP. I tried to make the attack command slightly more rewarding by having it be the main method to critical hit enemies. Still though you have those moments were you sometimes wish you could start the battle off with a skill. I guess if you are using TP this way it is important to do the following:

1. Provide effective alternatives for the player in their choice when starting a battle; spells that consume mp or make the attack command more versatile, perhaps even make a personal skill for the character that is resource free (at least in terms of mp/tp).

2. Make the skills that require tp worth using; it can be worth the wait for your tp to build up if it means the skill your character is going to use is going to inflict massive damage or provide a major boon/status infliction. This seems to be one of the main reasons to use tp this way as you wouldn't want to create such massively powerful skills that could all but guarantee victory at the start of battle in normal encounters. Of course its important to also balance TP cost vs. Power/usefulness of the skill.

3. Consider TP gain of the character; does landing a succesful attack give them an adequate amount of tp, etc...

All that being said in my more recent game development endeavors I've been using TP exclusively as a "limit break" type resource that's tiered at costs of 25, 50, 75 and 100. Each providing a skill more damaging or useful in scope than the one before. This type of method allows the player to have those opening powerful attacks/boons but have to consider whether it is worth saving or not for other encounters as well as how much to save during normal encounters.

I think it would be interesting to have a game that uses TP in an almost "fury" like way; letting your tp build up and keeping it at certain thresholds could provide different buffs and such to the character or augment their attacks. You could even still have skills that consume the tp but then the player would have to consider whether it was worth losing the buffs. This would be a way to also make normal encounters go differently between consecutive encounters; i.e. you could have some characters that start a battle with buffs and augments thereby making it go quicker or easier (or at least in a different fashion).
 

Wavelength

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I think it would be interesting to have a game that uses TP in an almost "fury" like way; letting your tp build up and keeping it at certain thresholds could provide different buffs and such to the character or augment their attacks. You could even still have skills that consume the tp but then the player would have to consider whether it was worth losing the buffs. This would be a way to also make normal encounters go differently between consecutive encounters; i.e. you could have some characters that start a battle with buffs and augments thereby making it go quicker or easier (or at least in a different fashion).
Vox mentioned a lot of good ideas but in particular I like this one, starting out each battle with a different (and perhaps random) complement of status effects (with a majority, I'd assume, being positive ones).
 
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