- Joined
- Jul 22, 2014
- Messages
- 5,624
- Reaction score
- 5,104
- First Language
- English
- Primarily Uses
- RMVXA
In nearly every RPG ever made, the expectation is for the player to win every battle. Sometimes by virtue of the game's difficulty (or poor player planning or a lack of clarity) the player will lose a battle, at which point the player will be brought to the load screen or the last safe place they visited and essentially be told "do that last part again" - until they win. When you have to "do it again" more than once, it tends to feel unsatisfying and frustrating.
Even if the player does lose a battle, the game treats the defeat and anything leading up to it as if it never happened. The "narrative" driven into the player's head is that the party defeated every challenge that came in front of them, and that failure at any point was not supposed to happen.
Meanwhile, if combat is supposed to be an engaging activity, it needs to be tuned around presenting the possibility of failure. The enemies need to be strong enough to threaten players that don't play the combat out well, and the outcome needs to be unclear at the start of the fight - not delivering on this means that combat will be much less exciting at best and feel like a complete chore at worst. Make the analogy to any competitive game like Chess, League of Legends, Football, or Pox Nora - these games are much more enjoyable when the outcome is still unclear during play.
I feel like there's an inherent contradiction between these two concepts, which could only be resolved by somehow making it okay to lose almost any battle in the game and have the player continue to progress in spite of losing - hopefully with some consequence for having lost the battle (in order to make the player care about winning it), but without a consequence that makes the player feel like they did something bad (imagine if Hearthstone made you feel bad every time you lost a match) or encourages save scumming. Completing the game with 250 hard-fought victories and 50 defeats, I think, would feel a lot better than completing it with 300 victories and 5 game overs along the way. In other words, I feel that...
It needs to be okay to fail. But how can we go about implementing that in an RPG with a narrative?
(As side notes: this topic intentionally ignores clearly unwinnable battles which are meant as story devices rather than actual combat, and also focuses on video game RPGs, as opposed to tabletop/P&P RPGs where this expectation is often not in place - maybe we can draw some inspiration from tabletop roleplaying?)
Even if the player does lose a battle, the game treats the defeat and anything leading up to it as if it never happened. The "narrative" driven into the player's head is that the party defeated every challenge that came in front of them, and that failure at any point was not supposed to happen.
Meanwhile, if combat is supposed to be an engaging activity, it needs to be tuned around presenting the possibility of failure. The enemies need to be strong enough to threaten players that don't play the combat out well, and the outcome needs to be unclear at the start of the fight - not delivering on this means that combat will be much less exciting at best and feel like a complete chore at worst. Make the analogy to any competitive game like Chess, League of Legends, Football, or Pox Nora - these games are much more enjoyable when the outcome is still unclear during play.
I feel like there's an inherent contradiction between these two concepts, which could only be resolved by somehow making it okay to lose almost any battle in the game and have the player continue to progress in spite of losing - hopefully with some consequence for having lost the battle (in order to make the player care about winning it), but without a consequence that makes the player feel like they did something bad (imagine if Hearthstone made you feel bad every time you lost a match) or encourages save scumming. Completing the game with 250 hard-fought victories and 50 defeats, I think, would feel a lot better than completing it with 300 victories and 5 game overs along the way. In other words, I feel that...
It needs to be okay to fail. But how can we go about implementing that in an RPG with a narrative?
(As side notes: this topic intentionally ignores clearly unwinnable battles which are meant as story devices rather than actual combat, and also focuses on video game RPGs, as opposed to tabletop/P&P RPGs where this expectation is often not in place - maybe we can draw some inspiration from tabletop roleplaying?)


