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I've been thinking about how there are slightly different kinds of gameplay experiences found in jrpgs.
Type 1: you go through a dungeon where the challenge is not to run out of resources (HP, MP, and possibly consumables that restore your resources). You then face a boss where you must use tactical decision making in your choice of actions to triumph over the boss's stat level and unique skills and features.
Type 2: similar to the above, but the dungeon is actually not intended to be a serious challenge in terms of threatening your resources - but rather to get you familiar with new types of enemy challenges and give you practice with these as well as your new skill options.
In both types, there is sometimes a save point before the boss, which also restores your resources, as it views the "boss" challenge as an entirely separate task from surviving the dungeon (without running out of resources) or "learning" and "practicing" throughout the dungeon.
Type 3: There are far less battles than typical, but each battle is usually its own type of challenge. These games are essentially all "boss" encounters - each encounter is meant to challenge the player in some particular way.
Are there other types of gameplay experiences in a jrpg you have designed or experienced? What do you find most enjoyable or least enjoyable, and why? What important design considerations are there, depending on the type of gameplay experience you're designing for your players?
Type 1: you go through a dungeon where the challenge is not to run out of resources (HP, MP, and possibly consumables that restore your resources). You then face a boss where you must use tactical decision making in your choice of actions to triumph over the boss's stat level and unique skills and features.
Type 2: similar to the above, but the dungeon is actually not intended to be a serious challenge in terms of threatening your resources - but rather to get you familiar with new types of enemy challenges and give you practice with these as well as your new skill options.
In both types, there is sometimes a save point before the boss, which also restores your resources, as it views the "boss" challenge as an entirely separate task from surviving the dungeon (without running out of resources) or "learning" and "practicing" throughout the dungeon.
Type 3: There are far less battles than typical, but each battle is usually its own type of challenge. These games are essentially all "boss" encounters - each encounter is meant to challenge the player in some particular way.
Are there other types of gameplay experiences in a jrpg you have designed or experienced? What do you find most enjoyable or least enjoyable, and why? What important design considerations are there, depending on the type of gameplay experience you're designing for your players?