Okay, hot take; The mainline pokemon games are bad. It's the critters we like and the idea of being on an adventure with them.
I'm curious. I haven't played a mainline Pokemon game the normal way for quite some time now, and I also don't have any interest in any future title that comes up aside from what the competitive metagame looks like on Pokemon Showdown, so I'd like to hear
how you think they're bad.
Because I've always been of the mindset that the mechanics in them could improve other RPGs more than not, but when every enemy is just You (same health and weaknesses and all) it's very hard to implement any of the mechanics in a meaningful way.
Mystery Dungeon helps mitigate this by giving bosses way more HP, but that game also... has its share of issues.
Let's leave being overly cinematic to the companies paying literally millions of dollars on being cinematic XD
I always forget about the money angle when it comes to this BS.
There are so many pages now that I forget what I already said. Part of this might be repeated, but I wanted to rationalize something too.
I don’t like high numbers, which is probably a repeat opinion.
I like random/variance for to hit, damage, etc. For the love of everything you hold holy, WHY?
Simple. I think it is more realistic. I think that the early book and paper versions of RPGs, pre-computer, wanted to streamline combat. Players wouldn’t want to have 5 rolls to adjudicate/determine the results of an attack. But with computers, all those checks can be done in a second.
So to me, early D20 to hit and damage ranges where taking into account that an attack might be blocked, or evaded/dodged, or parried, or absorbed, or deflected.
Damage might vary because of the above, or it was a glancing blow, or armor took some of the damage instead.
And just from a logical perspective, if you hit something that is trying not to be hit, 10 times, the chances that every single hit will land precisely in the same spot, with the same force, at the same angle, with the same penetration, etc. if not likely. This will inherently cause more or less damage.
All of this is accounted for, without being acknowledged, by using variance.
Now, if your game implements a bunch of these things separately, then having additional variance seems like it might be duplicative.
Anyway, just some thoughts on why variance may exist and what it might be doing/taking into consideration.
I've wanted to ignore the whole "I don't like larger numbers" thing from you for a while now because it's very clearly a personal opinion on your behalf, but now I have a few objections.
Realism can go awry when designing video games, especially if you don't know what you're doing. Because keep in mind (and it feels silly to say this out loud, but), video games are not real life!
The small little inconveniences that come with missing accuracy checks or doing "not enough" damage with glancing blows to kill something just... don't have to be part of the design if you don't want them to be.
It's a well-repeated phrase that you shouldn't put things that compromise the feel of the game for the sake of "realism" not only here but also in other types of games. If that's what
you're going for, then all power to you. But to expect the same thing out of other people is honestly getting a bit aggravating.
Let me put this in perspective for you: If I want to play a tabletop pen-and-paper RPG, I will do so.
But keep in mind what these things do to the engagement of people who don't enjoy that kind of thing, who are more used to the modern type of RPG - if my attacks are nullified by randomly missing (especially during a critical moment where I need to win) or weakened by a glancing blow that's out of my control, then that can sour the experience for me.
In fact, that's why I've designed that
out of my games, since it's something I don't find fun.
EDIT: Also, keep in mind what missing means in the context of a tabletop RPG and a video game. Theo made a
brilliant point in the post after this one - missing in a tabletop game can potentially change the narrative, which can be exciting because you can play around that!
... Whereas missing in a video game means literally nothing.
At best, it's just an inconvenience. At worse it can cause you to repeat content because you lost the fight because you missed, which is a huge no-no especially for turn-based RPGs!
I wonder…for those who don’t like variance in damage, how do you feel about not seeing the damage numbers and actual HP values?
Do you just play? Or are you a number cruncher who will do whatever they can to try to figure out the DPS (Damage Per Second) and such?
And I will end on that thought with another unpopular opinion.
If I get the impression that combat just boils down to math…I stop enjoying playing. I want to remain blissfully ignorant of the math. Because…MATH!
Don't care about the damage numbers, actual HP values or even the math. All that matters to me is if my
actions can take down the enemy quickly.
It's unfortunately a common occurrence in RPG Maker games due to bad tuning that your attacks will take 3-4 actions just to kill one guy in a mob of three, something that would aggravate me regardless of what information the UI is feeding me or how big/small the numbers are.
It's why I take a "enemies only take long to kill until you know their weaknesses" path.
EX. A random encounter jelly in my game has 2100 HP. A boss earlier has 4000. The difference is that the jelly can get chopped to pieces by physical attacks, so just hitting it would remove 80% of its HP (or all of it) if you want it dead.
The boss, by comparison, takes more actions to kill because I want the player to see their unique mechanics play out.
Damage variance here would be abominable due to the higher scaling! A variance of 20% (default RPG Maker) would make 5 damage turn into 4 damage, but would turn 500 damage into 400 which is a huge decrease! It's why I've stripped out variance other than the convenience angle.
The high values are honestly just window dressing, because there is no real functional difference (other than the variance) if the numbers were divided by 100. But it can be very compelling to a player that doesn't have your hang up when they see the enemy take 1600 of their 2100 HP since it sells the impression that they just did a lot of damage.
I'm also not alien to playing around with smaller values either - low HP, high defense enemies can be fun to play with because then it becomes a game of "how do I combo you to death efficiently", since their damage intake isn't the same.
tldr; Do what is good for your game.