I glanced through some of the other posts to see if my opinion differed any at all. I think it differs likely more in "nuance" than anything else, but I'll give it a whack.
So I have a couple of ideas for how I want the skill/power progression system in my game to function, and I'm having a tough idea deciding on which idea would best fit with the design goals I want to prioritize for my game.
So as an overarching idea, I want to focus on the keywords of "customization" and "quality-of-life".
To achieve this, I designed a mock-up for players to have about 7 equipment slots, inspired by the myriad of equipment options in Valkyrie Profile specifically. I also have each piece of equipment be 1 of 8 different colored "affinities" , which correspond to a certain stat and type of magic. I envision a sort of "alchemical fusion" aesthetic tied into narrative themes I want to explore in my story.
Red Equipment -> Attack & Fire
Blue Equipment -> Defense & Ice
Yellow Equipment -> Agility & Lightning
Green Equipment -> Luck & Earth
Orange Equipment -> Health & Light
Purple Equipment -> Mana & Shadow
I never played Valkyrie Profile. This sort of confuses me. Is there any benefit to the elemental affinities attached here? How do those work? Do they give you resistance to that element, allow you to learn magic spells of that element... or... something else?
Just based on what you have right here, I'd probably dump one color into every single slot to cover all the elemental bases and not really give a crap about the stats.
After all, the stats in most RPG's don't typically end up mattering since combat is usually very easily "cheesed" or "broken" through over leveling anyway.
So, unless it's super important to get another 100 HP for a character, I probably won't care to do so.
Especially since stats like Defense, Luck, and Health REALLY don't matter so long as you can act first and your first attack, no matter what attack that is, kills the enemy.
Additionally, in lieu of additional classes, certain characters will come with equipment slots that are already in favor of possessing a certain color of equipment, inspired by the Polarity system in Warframe. This leaves them more pre-disposed to fulfilling a certain role, but the slots affinities can be modified and shifted around to create a custom "class" of sorts through the use of obtainable modifying items.
Honestly, I actually have huge problems with the polarity system in Warframe. The point of such a system (and the ONLY point of it) is to pad playtime and add grind to boost sales.
Seriously, the way the system is designed, that is its only purpose.
If you match a polarity, the "cost of equipping" the thing simply drops to half. So, if it costs 30 points to equip something, and you match polarity, it now costs 15. This is sort of stupid in a system where you can only equip like 10 things anyway. It's like saying, "You can carry 800 pounds, but you only have 6 slots to carry items". At what point does the player ever even carry 800 pounds? The hard limit is the slots available. The same is true in Warframe. It really isn't difficult to have a lot of "points left over" for equipment, but still be out of equipment slots to plug stuff into. The system would be better served if the "equipment points" were simply removed entirely.
However, there's a reason they don't do that.
The money and padded playtime.
See, players who aren't at "endgame", will be hard pressed to be able to do the above scenario. They'll be battling with the "equipment point limit" most of the time. Which is also nonsensical since they already have TWO limiting factors on how "powerful" they can be anyway, so it makes no sense to give them a THIRD barrier to power (money and endo are limiting factors to making ANY of the equipment cards even remotely useful for even "after 3 hours of gameplay"). This doesn't even factor in that most "equipment drops" are pretty worthless unless you're going to go grind specifically for the powerful/useful ones... which is a FOURTH barrier to power in the game. Getting those equipment cards can require you already be powerful enough to tackle the content, you get a lucky drop in the content, you log in enough days, or even that you have the currency or reputation to purchase the equipment card.
But, let's go back to how the system works at "endgame". That's what is going to be important here.
Once your armor or weapon reaches maximum level (level 30), you can install a special item to "change the polarity" of a slot. What this is, is the player declaring that "they want to have this thing do something extremely specific". Okay, fine. Except, changing the polarity of a slot resets your level, and you can't change the polarity of another slot until you've grinded back to 30 again. So, if you need to change the polarity of every single slot for the build you want, you now have to grind your item to level 30 approximately 10 times. Oh, but I also need the items that let you "change polarity". But, the only place to get one of those regularly is through the shop.
All these interlocking systems here do nothing for the game except add pointless padding and "pain points" to get new players to spend money.
Does a player really need 4 points of "restriction" to power? Or, do you think one would be good enough?
What would the point of allowing me to change the "polarity" of the equipment slots later in your game be? Why can't I do it immediately? If you're limiting me from doing it at the beginning, why remove the restriction later?
For example:
-An "offensive mage" type character comes with a purple slot and a red slot.
- A "sturdy tank" has an orange slot and and a blue slot.
- A traditional "fast rogue" has a yellow slot and a green slot.
Using this system, I want to give my players control over each characters skills, individual stats, tons of different accessories and armors to choose from for different tradeoffs and situations.
I mean, I already do that without your system and it's just "restrict characters to what they can equip" and then making items for that restriction.
If I wanted to, I could make a set of mage armor that boosts the Attack Stat and lets them use Claymores. I can make it fit into any "equipment slot" I want. Accessory, Helm, Boots, whatever.
This sounds like an overcomplication. Like, you're using the colors to just tell the player "This is what the specialty of this character is, so they can only equip this stuff". But, I don't know why you're doing that. If you just ensure nobody else can equip the armor meant to boost stats of tanks... you don't need to color code anything or have this oddball system in place on top of it.
I've come up with 3 different ideas for how to achieve this:
Idea 1:
Based on certain linked colors in the equipment grid, players can acquire skills, and begin to gather "mastery" points by defeating enemies to be able to use that skill without the required combination. Kind of like a fusion between the Final Fantasy V Job system and Valkyrie Profile 2's Rune system.
Example 3-slot combo skills:
- Fajro (1 Purple + 2 Red): Fire-based magical attack. Has a small chance of reducing enemy Attack.
- Glacio (1 Purple + 1 Blue + 1 Red): Frost-based magical attack. Small chance of reducing enemy Defense.
- Fulmo (1 Purple + 1 Yellow + 1 Red): Lightning-based magical attack. Small chance of stunning the enemy.
I'm not sure how this is actually going to work. I get the concept, but in practice... This sounds messy.
Let me run down the initial issues I'll probably have with it as a player:
1. How am I to know which stuff needs to be linked to what in order to "learn the skill"? Am I just meant to "trial and error" this stuff? If so, we're approaching "Guide-Dang-It!" territory here. (
https://tvtropes.org/pmwiki/pmwiki.php/Main/GuideDangIt ). If you are communicating to me, in game, what these combinations are, where is that at? The tooltip? Description? Some random exposition journal somewhere? Is there anywhere I can just hit "print book" from inside your game so I don't have to keep navigating to a menu, or to a physical location within the game to keep looking stuff up?
2. Do you always get Fajro from 1 purple and 2 red? Or, can you learn other skills with this combination and different equipment? If you always get it that way, regardless of tier of equipment, then it wouldn't be difficult to just give every character every single skill the moment you have the equipment combination necessary to do so. You're running into a similar problem that Final Fantasy Endless Nova did with its "learn magic" system. That is to say, once the enemy became available to get a new spell you didn't have, it was exceptionally beneficial to the player to grind out that enemy until they had 7 of the item that let them learn the skill (or, rather, fought the same enemy 7 times, captured their magic skill, and then used it on every character). I can see your equipment working the exact same way here. Once I'm able to get a "Cure" type spell, I'll teach it to everyone and grind it out on everyone so that everyone can heal at all times. Same with any other useful skills. Sure, the Tank's "Fajro" might not be as powerful as the Mage's version... But, if the enemy is weak to it, then it's beneficial for everyone to be able to quickly and easily exploit that weakness. If the enemy is weak to magic spells, it's nice to be able to have 4 mages in the party to exploit that weakness. Your balance is probably going to be VERY BAD if this is how it works.
Now, if you use different equipment in the 1 purple 2 red and get a different skill... we go back to "Guide Dang It!" territory. Now I'll need a spreadsheet of every single skill that can be learned via each piece of equipment combination. Forget how much of a nightmare that is going to be for a PLAYER to figure out... That's going to look INSANE as a dev trying to PROGRAM THOSE COMBINATIONS IN THERE.
I am the king of "overdesign" and "excessive spreadsheets". I'm the king of "doing way more work than necessary for my game". But, even I would balk at trying to program that. I'd get like 12 equipment pieces in and go, "Nope, not worth the effort."
3. Can I get the same amount of "mastery points" from low level critters as I would high level ones? If so, is the amount needed for each skill always "the same"? If so, I can see instances where it's beneficial to just equip the best stuff and fight the weakest stuff possible to "learn the skills". If I only need 100 points to learn Fajro, then I don't mind fighting 100 or 50 battles or whatever to learn it permanently. Especially if I'm not bleeding time, effort, or resources to learn it. If I can earn 20 points for a 2 minute fight... that MIGHT be beneficial... unless I can earn 1 point every 5 seconds. 120 seconds, divided by 5... 24 points.
This is actually something I did in Final Fantasy 5. There's an "early game" area where you get a "higher than usual" amount of Job Points for Mastery than most other places in the early game. There are some squirrels early in the game that come in a troop of 5. They drop 5 JP a fight. I taught everyone "Berserk", then equipped it on everyone. Then, I only had to walk around in circles until I maxed out all my Wind Crystal Jobs. I come back to this location at each new set of jobs and grind the 5 Job Points per kill in the same way. Watch Netflix, grind a ton of levels, learn everything immediately, done. Granted, that basically put me at level 40 before completing the first chapter of the game (first world). But, I never had to worry about needing to "get access" to anything useful anymore. I could then just slap "Learning" on everyone to learn all the Blue Magic spells and then swap them into whatever roles I needed for whatever section of the game I was on. Generally speaking, Magic Knights can tackle most of the challenges in the game. Especially at Level 40 and above.
Put simply, the system really only existed to punish players who didn't bother "grinding" out any of the jobs. It did so by drastically limiting what they could do and what they had access to.
I mean, even in far later "grinding areas", you aren't likely to get more than 5 Job Points a fight very easily... so... more beneficial to fight the "Level 1" monsters than the "Level 30" monsters.
Idea 2:
When levelling up, players will gain stat bonuses based on what colored equipment they have equipped, with equipment slotted into matching slots being awarded with higher stat gains.
These ideas I picture overlapping with each other, wherein not only are players earning skills that would compliment the archetype they want that character to fill, they're also earning stat gains to facilitate that transformation as well.
Are they actually earning those stats, or are those temporary and only limited to what you currently have equipped?
If Temporary, then if you have a well-designed combat system, that MIGHT be interesting. Though, if it's just for the purpose "allowing you to min/max", then I don't see the point in it. I also fail to see the point of EV's in Pokemon for the same reason. If there's only 1 or 2 viable builds per Pokemon, then what is the point of EV's? It's not like I could turn a Tank into a DPS under such a system, so earning "EV's" in anything other than what they're already hyper specialized to do is just a complete waste. Which means, for your system, I'd never bother equipping anything that DIDN'T just min/max my stat gains. Warframe has this same issue, too. You just don't equip anything into the Polarity slot that would "increase equipment point usage", no matter how useful it was, because it's going to hurt your overall effectiveness to do that.
If permanent stat gains, then it works similar to the "Magicite" system in Final Fantasy 6... in which a good chunk of the "Magicite" is utterly worthless to equip since its bonuses are so low. It actively lead to players "avoiding gaining levels" so that they didn't hurt their characters stat growth. Why would I want to equip something that only gave +1 Attack power every level, when late game, there's one that gives +10 Attack power every level? If new equipment just obsoletes old equipment, then there's little reason to have the stats fluctuate at all based on "equipment slot", since now your system works like a standard equipment system ANYWAY, except it's got an arbitrary layer on top that overcomplicates the system for no real player benefit.
Idea 3:
Rather than the above 2 ideas, when players are equipped, they earn different colored "element points" so to speak, which can be used to unlock skills. Any points not allotted to skills can simply be allocated into boosting stats. These can be exponentially increased (ex. at lvl 1 it only takes 5 red points to increase attack, at lv 10 it takes 50, so on). Its basically a remixed version of those ideas, and an idea I feel like would be easier to implement overall.
So, just equip one of every color of item on you so you can unlock everything and change stats as you please? Okay, got it. No customization here. Everyone will equip everything, no specializing, then I can get any skill I like at any time and any stat I want at any time.
Why are there extra steps to just giving me a "blank canvas" set of characters? You could just award "skill points" every combat that a player can distribute however they want, without this weird color coded element system restriction thing on it.
Does better equipment give more points? Or does stronger monsters?
I can see this getting REALLY grindy REAL quick and detracting from anything else in the game.
Additionally, I've thought about adding interesting caveats to this as well, such as having the players elemental weaknesses and resistances be affected by their affinities. I'm not sure if this would be irritating more than engaging, however.
Off-hand, without even getting into weaknesses... I'd already be "irritated" as a player by the amount of hoops you're having me jump through to gain stats and learn skills. If I have to manage elemental weaknesses and strengths ON TOP OF that...
Good lord.
I can't even imagine what that would look like from the dev's perspective, either. Like, how complicated and time consuming that would be to implement.
As a player, I'd probably just do a "set it and forget it" type thing. One piece of equipment to cover every element and be done. Especially if they're "flat bonuses". Or, if I REALLY NEED fire immunity, just equip red stuff on everyone for the fire dungeon and then swap it all back out when I leave. Which, I mean... is more complicated than "buy a Fire Resist Ring for everyone at the town outside the fire dungeon"... and that only takes up a single slot of equipment. Imagine making your players swap out 7 pieces of equipment per character when they wanted to go to the Fire Dungeon.
Even my own system that heavily involves "players need to swap their armor for the challenge ahead", relies on a "general defense", rather than something like a tiered one. Like... all Chainmail, regardless of Tier, reduces damage from Piercing attacks by like 50%. I'm also not asking my players "swap out armor" very frequently either. Nor does every character have access to Chain Mail to equip either...
Menu fatigue is a thing. Even I know to avoid making players swap equipment frequently, and when they have to, that they don't have to do much of it.
I'm curious to hear about which ideas would be feasible to implement, as well as general critiques and suggestions. In particular I'm curious about how linking together individual pieces of equipment could work in RPG Maker, without having to cycle through each individual combination of equipment slots.
Lemme know what you think ^^
Feasibility... I'm not sure. It's likely possible to do so, but I can't imagine doing it wouldn't be tedious for the dev to implement. It also just has so many downsides, that I'm not even sure it'd be worth the effort to implement.
Sure, it "sounds cool" on paper, but in practice? Eh...
There's a reason I tend to give this advice:
Do not implement things based on "rule of cool". Everything you implement needs to have a purpose. If it doesn't serve that purpose, then you get rid of it.
Every feature you put into a game needs to answer two questions:
1. What do you want the player to do/feel?
2. How does this feature accomplish that?
Never implement something because "game I really liked had this feature, therefore, it will be good in my game too". Too many devs fall into this trap.
"X game had Crafting! I WANT CRAFTING IN MY GAME TOO!".
Yeah, well, crafting is rarely done very well, and if you don't know what you're doing and it serves no purpose other than "to exist, because game I liked had it in it", then your players aren't going to like it either.
So, I ask you:
What do you want this system to do?
What do you want your players to get out of this?
How does it accomplish those goals?
If you can't answer any of those questions for this sytem, then I recommend complete scrapping of it.