The importance of Obstacles vs Challenges in RPGs

Conflictx3

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So this topic has been on my mind for the last week or so. I have been playing Chained Echoes and Sea of Stars and really analyzing them from a dev standpoint and really looking at what was right vs what wasn't vs what an RPG Maker Dev could do to compete with these masterpieces.

One main thing I zero'd in on, is providing players with a sense of agency. CE has Sea of Stars beat in this department, a lot of players have said SoS is a slow start vs CE is way more snappy and interesting. For me CE did an excellent job of provided you with a certain skillset, and then testing those skills by leaving us on our own. SoS was more so trying to hold the players hand for wayyy too long, explaining exactly what we had to do.

In SoS, I remember in one of the first dungeons, you have to find a key and before You get a chance to even survey the room the MC's calmly suggest "Maybe its in that chest up there, lets look", like wow, way to kill the mystery!

But to that point I realized...a lot of RPG Makers do this, but at nauseum, to the point the game is a "walking simulator", we are so hung up on telling our story that more times than not we just build OBSTACLES, tediously easy ones at that, and call it a game. However the player is left senseless mazes and locked doors just to read 47 message boxes of exposition. I think we are often too wrapped up in our characters to remember that our "dungeons" are a living asset itself with its own lore and design and should be built to give players a run for their money.

to kind of simplify this i'm saying in AA and AAA there are often areas that players get so LOST in conquering they forget what the story for that sections is even about and thats GOOD they're so invested in getting over the hurdle they don't realize its pulling the players immersion into YOUR WORLD even more. vs a bland space that has an annoying minor inconvenience or a broken set up that they can't WAIT to get past because its draining them.

for example, an obstacle to me is -
The MC finds the philosopher he's been searching for, we've already been through 2 dungeons with mazes to get to this point, and the Philosopher says if we want to know the truth, follow him, he'll be waiting inside, then walks through a door. You as the MC walk through said door and are met with your 3rd maze where you know the Philosopher is in there somewhere.

thats an obstacle, you've done it before, its now become tedious.

vs a challenge -
The MC finds that philosopher, we've already been through 3 dungeons with mazes before, HOWEVER the first dungeon had a poisonous mist that slowly drained HP because the plants that grew there, the second dungeon booby trap tiles that may fire dodgeable arrows (you can avoid with a QTE) when you stepped on said tile because it held valuable treasure.

The philosopher tells you to come inside the 3rd maze for the truth....but his patience is thin and he'll only wait 5 minutes before leaving again. When the player walks in the 3rd maze it has BOTH poisonous mist AND booby trap tiles because this dungeon has those same plants and an even more rare treasure, but ontop of that you have to navigate this place with a 5 minute timer.
this is a challenge, because now the player has to use the skills they've developed in 2 previous spaces to conquer a new place at a faster pace. Keeping health up and performing QTEs quickly while learning a large maze in a short time span. The player is forced to focus and when they beat it the feeling of accomplishment is what makes it memorable.

I just wanted to highlight this, and encourage others to speak on their perspective on challenging dungeons or even battles and highlighting some inspiring games. Honestly I just want to shift the conversation from great stories to great level design and challenges players minds.

TL;DR
RPG maker games (and rpgs in general) should really put more focus on making challenging dungeons instead of simple maps you walk through and find a key to move the story along. name some great dungeons from games you know or even challenging combat!
 

ATT_Turan

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I'm curious to know what modern games you think do this well.

It's been a gripe of mine for years that popular, AAA titles have some kind of constant narration telling you what to do. I remember it back with Castlevania: Lords of Shadow, it's all throughout the Persona games...heck, I tried Hogwarts Legacy and the first puzzle-y area you're in they literally tell you what to do within seconds of you loading in.
 

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The philosopher tells you to come inside the 3rd maze for the truth....but his patience is thin and he'll only wait 5 minutes before leaving again. When the player walks in the 3rd maze it has BOTH poisonous mist AND booby trap tiles because this dungeon has those same plants and an even more rare treasure, but ontop of that you have to navigate this place with a 5 minute timer.
this is a challenge, because now the player has to use the skills they've developed in 2 previous spaces to conquer a new place at a faster pace. Keeping health up and performing QTEs quickly while learning a large maze in a short time span. The player is forced to focus and when they beat it the feeling of accomplishment is what makes it memorable.
All this? It's not challenging to me. It's just pure tedium. I don't care what has been added to the maze, it's still a damn maze and it's still the third one I'd be going into! My patience would be severely tested, especially if you wanna add a time limit to it. I might look the other way in a roguelike, but a more traditional RPG? Nah, that game can screw right off.
 

Conflictx3

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All this? It's not challenging to me. It's just pure tedium. I don't care what has been added to the maze, it's still a damn maze and it's still the third one I'd be going into! My patience would be severely tested, especially if you wanna add a time limit to it. I might look the other way in a roguelike, but a more traditional RPG? Nah, that game can screw right off.
true, i was giving an example, albeit a weak one, of setting small problems in the first few dungeons, that stack until a real challenge that calls on all your previous skills arrive.
 

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I think a lot of games suffer from trying to wear too many hats. So instead of having one truly outlandish and fabulous hat, they have a clearance rack of unloved hats that no one wanted.

Find what the core gameplay hooks of your game are and build up and outward from there. I feel like a lot of people end up tossing something in because they feel like it’s “supposed” to be there.
 

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I think a lot of games suffer from trying to wear too many hats so instead of having one truly outlandish and fabulous hat, they have a clearance rack of unloved hats that no one wanted.
This.
THIS.


But also: *hides skill system*
 

TRIDIUM

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TRIDIUM got very lost with this hat analogy, but I agree.
Most of my favorite games focus on one thing.
Sifu? Trying to make you feel like a Kung-Fu master. They spent all their time making the combat system great.
Burnout? You race. And listen to great music. That's it. No leveling system, no daily quests, just....racing.
 

Trihan

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The Legend of Zelda series has largely absolutely nailed dungeon design from my point of view, in every conceivable metric. Sparse encounters that keep you on your toes without being everywhere or distracting you, a fairly clear path (and a map/compass you can acquire to aid navigation) with puzzles either progressing you further or opening up shortcuts to turn what was initially a long path into a much shorter one. An item about halfway through that allows you to access areas you couldn't when you first entered.
 

Darth Equus

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All this? It's not challenging to me. It's just pure tedium. I don't care what has been added to the maze, it's still a damn maze and it's still the third one I'd be going into! My patience would be severely tested, especially if you wanna add a time limit to it. I might look the other way in a roguelike, but a more traditional RPG? Nah, that game can screw right off.


I have to agree with this. And at that point, I would look for a way to beat the information I need out of the philosopher.

Which actually sounds like an interesting challenge. Which would make for an interesting plot point and game mechanic.

As for the issue with the plot exposition and example quoted above:

I myself hate leaving things unexplained: Everything has to be given a reason to be there, and it has to be satisfactory. ("Somehow Palpatine returned", anyone?) That being said, there are several tools we can use to avoid cramming info down our players' throats, such as:

-Show, don't tell.
-Veiled hints.
-Clear but short hints. ("The key could be somewhere in here. Let's look.")
-Make that information cramming optional.
-Chekhov's gun: "I heard Imperial commanders hide backup keys inside their tunnels in case their soldiers end up locked in somehow."
-After the fact, unrelated to the above example: "I have to hand it to the Lich Lord: His revenants don't need to breathe, so it was easy to smuggle them inside the barrels of cooking oil."

Just my two cents.
 
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Cythera

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Short of echoing our Littlefish, I'm just gonna throw my rambling thoughts in here:

Not all games need those things. Just...don't put stuff in a game that doesn't need to be there.

Not all games need - or even should have - obstacles or challenges. Some games are made to be fun, silly, enjoyable ways to pass time (like Cookie Clicker!) Some games are made for challenge, for quick decision-making, and for sacrifices in the name of progress (like Ark SE, or Darkest Dungeons)

I feel bad saying this, since I tend to say it for almost every General Discussion or Mechanics thread I poke my head into, but...it always depends on the game. Don't feel obligated to put complex dungeons or difficult puzzles and mazes into a game if it doesn't need those things.

A game should be, above all else, fun to play. If you're putting stuff in that's noticeably different, like genre or mechanics or difficulty, then you will probably throw your players for a loop. And then they aren't playing the type of game they wanted to play or thought they were playing, and may not be having fun anymore.

So, yeah. Don't wear too many hats! It will...look...lumpy? :yswt: I'll leave the analogies to others from now on, I promise
 

Conflictx3

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I'm curious to know what modern games you think do this well.

It's been a gripe of mine for years that popular, AAA titles have some kind of constant narration telling you what to do. I remember it back with Castlevania: Lords of Shadow, it's all throughout the Persona games...heck, I tried Hogwarts Legacy and the first puzzle-y area you're in they literally tell you what to do within seconds of you loading in.

Well i cant say much for modern, I honestly dont play rpgs as much as I use to so maybe i'm shooting myself in the foot here but For me i very much enjoyed the map designs in stegosoft's Rise of the Third power, Zelda games never fail, obviously i'm enjoying Chained Echoes and Sea of Stars albeit with some complaints, a bit older i have to give Ni No Kuni series some love and I cant lie I love FF12 Zodiac Age's dungeons and hidden dungeons, im sure they havent changed since the original release but thats the one i played and i often couldnt tackle each dungeon the same, it came with different type of beasts and trigger/traps i had to work out and finding and beating hidden dungeons for their eidolon was a blast.

I think a lot of games suffer from trying to wear too many hats so instead of having one truly outlandish and fabulous hat, they have a clearance rack of unloved hats that no one wanted.

Find what the core gameplay hooks of your game is and build up and outward from there. I feel like a lot of people end up tossing something in because they feel like it’s “supposed” to be there.
I definitely hear you and wasn't advocating for everybody to run to their project and add a 100 floor dungeon with laser beams and attack dogs. I was more so saying that if you ARE going to add a dungeon to your game, if its apart of your world and it makes sense. Do it well. When I say challenge i'm not saying make it frustrating just allow the player to have to think on their own more and provide an option for hints. A lot of dungeons are little more than empty labyrinths, im just as guilty of doing it as anybody else, hell i'm probably projecting lmao.

as you said, definitely find what core gameplay hooks make sense and build from there. emphasis on the build part! I feel like alot of people will include a dungeon cause they feel thats what RPGs are and make them with minimal effort because they don't particularly like dungeons, which at this point either remove it altogether and save everyone time or, if thats what you want to include: have fun with it and make it rewarding to complete. just my two cents!
 
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RCXGaming

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The Legend of Zelda series has largely absolutely nailed dungeon design from my point of view, in every conceivable metric. Sparse encounters that keep you on your toes without being everywhere or distracting you, a fairly clear path (and a map/compass you can acquire to aid navigation) with puzzles either progressing you further or opening up shortcuts to turn what was initially a long path into a much shorter one. An item about halfway through that allows you to access areas you couldn't when you first entered.

@Conflictx3 This is the main reason why I adopt the Zelda method of dungeon design when I make games in RPG Maker, and is why it's critical that I have a robust overworld tool system (eg. being able to use weapons, hookshots and bombs out of combat) to go along with the combat design.

My story themes inform my dungeon design, which themselves influence how the puzzles and layout of the dungeon.

EX. A factory inside of a volcano with superheated rooms, where the heat is so intense that you take damage that keeps doubling in and out of battle. You can duck into cool spots and one of your party members is completely immune to heat, but the path forward is long enough that you need heat resistance + he can't do it alone, so you need the dungeon item to truly proceed.

A dungeon I'm currently making has you be able to open locked doors without keys, but doing so will lock off the others since they're all connected to the same security system. Also, going through the one free door may be pointless if you don't turn the auxiliary power on, which is required to activate other puzzles downstairs (like a "bounce your lasers off the mirror" puzzle which is needed to be activated to progress)

And so on. These aren't even scratching the surface of my puzzle list, and I have big plans for making dungeons more interactable in RPG Maker.
 
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ATT_Turan

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The Legend of Zelda series has largely absolutely nailed dungeon design
That's a really good point. I just wish I thought the newer entries were good games, then I would play them to appreciate the dungeons.

But I never finished Twilight Princess, that could be a good next goal.
 

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I didn't read all of this, but I can tell...
You should watch my streams.
 

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I just wish I thought the newer entries were good games, then I would play them to appreciate the dungeons.
You mean you don't like LEGO Legend of Zelda? lol
 

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I'm probably an outlier here.

I... don't want to go through 3, 2, or even 1 maze to "get to the philosopher". If I'm here for the story, I want as few "annoyances" as possible to getting there. I don't want to flip switches. I don't want to navigate a maze. I don't want to solve a riddle. I don't want to learn and guess a password. I don't want to fight the Uberman in a test of combat skill to get there.

What I want is this: "The philosopher is on the other side of the mountains, you can take the cave to get there" and then the cave is decently straightforward with interesting things to explore, a couple memorable encounters, maybe a boss that is more "fun" than "challenge", and then I talk to the Philosopher immediately and he gives me more story and sends me to the next story beat.

I'm over 30. Whatever "obstacles" you think you got planned for me, I've probably seen before. I've probably done them before. So, I'm bored of them now. They've "run their course" for me. I've pushed all the boxes. Stepped on all the switches. Solved all the door puzzles and light puzzles and riddles. I've wandered through all the mazes.

While these things might be "cool and interesting" to younger people whom hasn't had their luster wear off... well... I'm old and jaded. Can I just get to the parts I'm here for, please?

Same issue if your gameplay is what is making me play your game. I don't want you stopping me right when I got rolling and delivering exposition to me. Or, talking in circles, at length, about the next plot beat (Thank you Final Fantasy 13 for making me hate this particular thing in modern gaming). If your gameplay is awesome and fun and I'm really engaged with it, then get the heck out of your own way and deliver exposition and story and such only at "downtime".

Now, if we're talking about "challenge", then it's going to depend. I like "challenging games"... to an extent. I don't like arbitrary difficulty. Especially if it relies on reflexes or obtuse nonsensical and annoying mechanics. If your idea of "challenge" is that I must die several times in order to win, then I am not interested. I like "challenge" where it is reasonable that a vast majority of your players will beat the challenge in the first 3 attempts, because you've signposted everything well, or your gameplay is good enough to actually allow players to learn things IN THE MIDDLE OF COMBAT and NOT WHEN IT IS OVER.

Put simply, I'm the type that if I have to die multiple times to even see the full moveset of a boss or enemy or whatever... I'm not interested.

Too many devs do not understand what "reasonable expectations" are. You start a mechanic simply and slowly ramp up the difficulty and complexity. You do this in a way that the player doesn't feel like they're struggling and instead feel like the mechanic is being iterated upon. You need to make sure your player understands a mechanic and can execute it on command, reliably, before you do more with it. Likewise, you need to make sure your player can do this VERY QUICKLY. If you can't... Well... you've sort of messed up your game. You've designed a "Quit Point" into your game if you manage that.

I like to play games that have reasonable and fair challenges. Where a single mistake won't kill me or eat up half my health bar. Or, if it does, there's plenty of downtime for me to recover, learn, and maybe even heal up. I don't need Lucian: The Destroyer of Worlds with his 80 hit unstoppable combo plowing into me because I forgot (or didn't know) that I needed to tap Guard, then Backwards, then Low Punch to stagger him.

I like play that involves me becoming skilled. Feeling skilled. And being able to iterate on my own tactics and gameplay as I go.

I'm not into "challenge" that is just "If you don't do this one thing, you can't win". That's an "obstacle" and not "challenge".

Things that are "arbitrarily in the way" are always obstacles. Likewise, things you don't signpost well, iterate on at all, and ensure you build up the players to understand the mechanics intuitively.... become obstacles.

"Challenge" should always be more than "do something boring and tedious to get to the next thing".

Also, please stop locking off important customization/mechanics behind story or other "challenges". Sure, you can introduce this stuff gradually... But, anything that is "a core component of gameplay" should not have "challenge" become the "obstacle" to its unlocking. I shouldn't unlock a skill tree 2 hours into the game. I shouldn't unlock a currency to upgrade equipment/skills/myself 45 minutes into the game. I shouldn't unlock teleporting between locations using save points after 6 hours into the game. You know what I should be unlocking? Stuff that makes core components of gameplay more interesting, varied, or powerful.

I so much wish devs would stop locking "core gameplay features" behind bosses, or challenges, as it effectively just turns them into "obstacles" so that you can "finally play the game", and makes everything before "an annoying extended tutorial full of misery".
 

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I'm probably an outlier here.

I... don't want to go through 3, 2, or even 1 maze to "get to the philosopher". If I'm here for the story, I want as few "annoyances" as possible to getting there. I don't want to flip switches. I don't want to navigate a maze. I don't want to solve a riddle. I don't want to learn and guess a password. I don't want to fight the Uberman in a test of combat skill to get there.

What I want is this: "The philosopher is on the other side of the mountains, you can take the cave to get there" and then the cave is decently straightforward with interesting things to explore, a couple memorable encounters, maybe a boss that is more "fun" than "challenge", and then I talk to the Philosopher immediately and he gives me more story and sends me to the next story beat.

I'm over 30. Whatever "obstacles" you think you got planned for me, I've probably seen before. I've probably done them before. So, I'm bored of them now. They've "run their course" for me. I've pushed all the boxes. Stepped on all the switches. Solved all the door puzzles and light puzzles and riddles. I've wandered through all the mazes.

While these things might be "cool and interesting" to younger people whom hasn't had their luster wear off... well... I'm old and jaded. Can I just get to the parts I'm here for, please?

Same issue if your gameplay is what is making me play your game. I don't want you stopping me right when I got rolling and delivering exposition to me. Or, talking in circles, at length, about the next plot beat (Thank you Final Fantasy 13 for making me hate this particular thing in modern gaming). If your gameplay is awesome and fun and I'm really engaged with it, then get the heck out of your own way and deliver exposition and story and such only at "downtime".

Now, if we're talking about "challenge", then it's going to depend. I like "challenging games"... to an extent. I don't like arbitrary difficulty. Especially if it relies on reflexes or obtuse nonsensical and annoying mechanics. If your idea of "challenge" is that I must die several times in order to win, then I am not interested. I like "challenge" where it is reasonable that a vast majority of your players will beat the challenge in the first 3 attempts, because you've signposted everything well, or your gameplay is good enough to actually allow players to learn things IN THE MIDDLE OF COMBAT and NOT WHEN IT IS OVER.

Put simply, I'm the type that if I have to die multiple times to even see the full moveset of a boss or enemy or whatever... I'm not interested.

Too many devs do not understand what "reasonable expectations" are. You start a mechanic simply and slowly ramp up the difficulty and complexity. You do this in a way that the player doesn't feel like they're struggling and instead feel like the mechanic is being iterated upon. You need to make sure your player understands a mechanic and can execute it on command, reliably, before you do more with it. Likewise, you need to make sure your player can do this VERY QUICKLY. If you can't... Well... you've sort of messed up your game. You've designed a "Quit Point" into your game if you manage that.

I like to play games that have reasonable and fair challenges. Where a single mistake won't kill me or eat up half my health bar. Or, if it does, there's plenty of downtime for me to recover, learn, and maybe even heal up. I don't need Lucian: The Destroyer of Worlds with his 80 hit unstoppable combo plowing into me because I forgot (or didn't know) that I needed to tap Guard, then Backwards, then Low Punch to stagger him.

I like play that involves me becoming skilled. Feeling skilled. And being able to iterate on my own tactics and gameplay as I go.

I'm not into "challenge" that is just "If you don't do this one thing, you can't win". That's an "obstacle" and not "challenge".

Things that are "arbitrarily in the way" are always obstacles. Likewise, things you don't signpost well, iterate on at all, and ensure you build up the players to understand the mechanics intuitively.... become obstacles.

"Challenge" should always be more than "do something boring and tedious to get to the next thing".

Also, please stop locking off important customization/mechanics behind story or other "challenges". Sure, you can introduce this stuff gradually... But, anything that is "a core component of gameplay" should not have "challenge" become the "obstacle" to its unlocking. I shouldn't unlock a skill tree 2 hours into the game. I shouldn't unlock a currency to upgrade equipment/skills/myself 45 minutes into the game. I shouldn't unlock teleporting between locations using save points after 6 hours into the game. You know what I should be unlocking? Stuff that makes core components of gameplay more interesting, varied, or powerful.

I so much wish devs would stop locking "core gameplay features" behind bosses, or challenges, as it effectively just turns them into "obstacles" so that you can "finally play the game", and makes everything before "an annoying extended tutorial full of misery".
This is one reason I'm planning to have an option in Tundra to toggle puzzles off.
 

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