What elements are needed on a RPG?

Targaryen

Veteran
Veteran
Joined
Oct 23, 2015
Messages
51
Reaction score
11
First Language
Spanish
Primarily Uses
Well, I'm a "old" RPG player (and MOBA and MMORPG) and I see one of the most important elements are "Attack elements", I mean, Fire, Ice... But, most of them just coincide only two or three (Fire and Ice are the most usual). My question is, if you have to choose the elements for a rpg and you have to choose in the following cases, what elements would you choose?

a) 3 elements (medium duration game).

B) 4 elements (medium duration game).

c) 6 elements (medium duration game).

d) small duration game.

e) large duration game.

I'll give you some games which I take as a reference on rpg and mmorpg gaming nowadays:

- Dragon Age. (Fire, Cold, Electric, Nature, and Spirit.)

- World of Warcraft. (Fire, Frost, Holy, Shadow, Nature, Arcane.)

- Final Fantasy saga. (Fire, Ice, Lightning, Wind, Earth, Water, Holy, and Dark.)

- Diablo II & (maybe, I didn't play) III. (Fire, Frost, Holy, Lightning, Poison, Arcane.)

- Chrono cross. (THE FAMOUS COLORS XDDDD) (Red = fire, Blue = ice and water, green = air, nature, yellow = earth and bolts, black = darkness, white = light.)

- Pokemon (you know...).

- Skyrim (just Fire, Ice and Bolt).

So, whats your answer? 

/and sorry for my bad english ^_^/

EDIT: I placed this on support because I need help with this, my game will have around 4 elements and I would like to choose well ^_^
 
Last edited by a moderator:

Ramiro

Now with an army of Mecha-Ralphs!
Veteran
Joined
Aug 5, 2015
Messages
858
Reaction score
364
First Language
Spanish
Diablo could considerer Elemental as another element. Because it's not any of the others, and some skills count as this element.

Also, physical is another element.

Final fantasy does have a lot more of elements even when they don't tell you, bows and guns have a hidden projectile element (same with shurikens).

Chronno trigger only has lightning/heaven (they are the same), fire, water and void. You may be talking about chronno cross...

The Shin megami tensei series does have plenty, but they are not always the same, this includes than sometimes water is separated from ice, or wind is an element, of force is an element, or physical is divided in slash, blow and pierce.

You should use elements according to your game, and not the inverse.

There is no amount of elements required for any type of game. A short game could have over 500 elements, and a long game could handle it with 2. If they make sense in the context...
 

Targaryen

Veteran
Veteran
Joined
Oct 23, 2015
Messages
51
Reaction score
11
First Language
Spanish
Primarily Uses
Diablo could considerer Elemental as another element. Because it's not any of the others, and some skills count as this element.

Also, physical is another element.

Final fantasy does have a lot more of elements even when they don't tell you, bows and guns have a hidden projectile element (same with shurikens).

Chronno trigger only has lightning/heaven (they are the same), fire, water and void. You may be talking about chronno cross...

The Shin megami tensei series does have plenty, but they are not always the same, this includes than sometimes water is separated from ice, or wind is an element, of force is an element, or physical is divided in slash, blow and pierce.

You should use elements according to your game, and not the inverse.

There is no amount of elements required for any type of game. A short game could have over 500 elements, and a long game could handle it with 2. If they make sense in the context...
Yes, thanks, Chrono cross x''D
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,434
Reaction score
7,713
First Language
German
Primarily Uses
RMMV
You're making one assumption that is not neccessary.

Your idea is based on the principle of using elements for scaling and enemy separation. There are a lot of games that did that, especially in the early decades of computer RPGs - after a while newer enemies would have higher resistances to the elements of older weapons, requiring the player to upgrade those weapons in order to be able to continue - which would provide a number of story-hooks and quest options.

Games that use this principle need to have more elements the longer they are, simply to keep the balancing going.

However, that is not the only way to use elements.

Another way with a lot of games is to make all (or most) of the elemental weapons available early, and give enemies on the same map different elemental resistances. In these cases, the choice of element becomes a tactical choice on finding the best way to proceed.

Or other games that mostly ignore elemental resistances and use elements for flavor only.

The first thing you need to do is to decide which way to use elements - as explained if you use the first principle then the deciding factor would be how long your game becomes, and I wouldn't set myself up to any number at the beginning, but just write on and add a new element whenever it is needed for the sequence and the balancing.

If you use the tactical option, you'll need more planning on how to handle that. For the beginning to mid-game, three or four elements should give enough tactical options, and for the late game you might add one or two more elements to showcase special bosses. More than five or six elements for tactical options would be bad however, because that is difficult to handle for the player.

And you don't need that sequences to use "real" element names - especially in the tactical option, you could work with tactical damage types like blunt, piercing and cutting instead of fire, ice and lightning...
 

Espon

Lazy Creator
Veteran
Joined
Mar 20, 2012
Messages
1,810
Reaction score
192
First Language
Gibberish
Primarily Uses
RMMV
I always go with 6 elements: Fire, Water, Wind, Earth, Light, and Dark.  It's nothing special, and most players would be familiar with it.  Enemies have resistances and weaknesses usually based on what they are and where they are.
 

Apples

are overrated
Veteran
Joined
Aug 27, 2014
Messages
16
Reaction score
9
First Language
Taglish
Primarily Uses
Elements are basically a rock-paper-scissor system and it comes down to personal preference as to how many elements your game should have. Personally for me, it gets really hard to deal with when a game has a lot of elements and just makes battles a little bit confusing in the long run.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

Don't forget, aspiring writers: Personality isn't what your characters do, it is WHY they do it.
Hello! I would like to know if there are any pluggings or any way to customize how battles look?
I was thinking that when you start the battle for it to appear the eyes of your characters and opponents sorta like Ace Attorney.
Sadly I don't know how that would be possible so I would be needing help! If you can help me in any way I would really apreciate it!
The biggest debate we need to complete on which is better, Waffles or Pancakes?
rux
How is it going? :D
Day 9 of giveaways! 8 prizes today :D

Forum statistics

Threads
106,050
Messages
1,018,548
Members
137,835
Latest member
yetisteven
Top