- Joined
- May 1, 2013
- Messages
- 5,472
- Reaction score
- 4,859
- First Language
- English
- Primarily Uses
- RMMV
Which I already pointed out.That basic mechanism is used in a lot of games - but usually with "elements" like fire, ice and so on.
But from the developer point it's exactly the same whether you make a monster weak to ice or weak to bashing weapons, you'll just have to add those physical damage types to the list of other damage types that already exist for magic.
As for Milennin...
Who says a monster has to be weak to one thing and one thing only? Why can't the fire monster be weak to certain weapons as well? Also, what is wrong with forcing you to change up your party a bit in order to tackle the new challenges before you? Or change which spells/abilities/equipment you have to use in order to pass that new area?
The problem you're describing comes from the devs inability to program decently or intelligently. Why would anyone program such a highly specialized character that could ONLY use fire as a magic spell? I know that Chrono Trigger did this, but the devs were smart enough to include OTHER ways to obliterate enemies so that you could keep bringing who you wanted instead of who had strengths for areas. I've yet to see this system implemented again in such a highly specialized way. I doubt anyone would do it either as it would make the game somewhat harder to play or enjoy from a player's standpoint.
I would point out to you that yes it IS strategic, depending on how the dev programmed the game. If you're thinking about Final Fantasy games as your example (which I'm fairly certain you are, as this seems to be the only case I've ever seen in which a monster was only weak to one element and nothing else in the entire game, which would force you to use magic on it). However, without those games as examples (indeed, a fair few games include more weaknesses so as not to render physical hits absolutely useless since 90% of all RPG characters are physical fighters), your argument against it quickly falls apart.
That's not to say you're doing it wrong in your own design, but that's part of what "strategy" is. If your players aren't thinking about how to maximize efficiency throughout the game (as in, who to bring with them for that fire area), then there isn't a whole lot of strategy behind the game other than "mash attack/strongest spell until dead". I would point out that such a battle system quickly becomes dull and players suddenly find themselves caring about the story instead of the combat, 'cause combat is basically what FF13 combat is. Mash button until dead.
I will agree that it sucks to bring your fire magic user along with you to an area where fire monsters exist and have them be absolutely pointless in that location... But it sucks because the player didn't have the foresight to think about that before going into the fire area and equipping themselves accordingly. It doesn't suck that the area exists or the magic user exists, it sucks because the player didn't want to have to think in the game. They just wanted to mash attack until dead and plow through the game without ever having to stop and think for a moment. That does suck big time.


