By Christian Nutt
I decided to have a look into this article with some base knowledge of
the Disgaea series. It is a tactical
RPG created by Nippon Ichi. As is
typical within the genre, players fight in turn based missioned, which are
available at a central hub, where the player manages their team and equipment.
Missions can span over multiple chapters, with cutscenes to help advance the
plot. Players will summon members of their party onto the board up to a cap,
and can then arrange movement and attacks, before issuing an “execute” command.
Team members can perform one action and movement per turn. The franchise is
known for being “ridiculous”, in both narrative and gameplay. For example,
players are able to get their units up to level 9,999. Further looking into the
gameplay of Disgaea, (https://en.wikipedia.org/wiki/Disgaea#Gameplay)
players are also able to have a chance of combo moves should player units be
standing next to one another when one attacks, and are able to throw units
around the map, allowing ally units to gain more ground, or to push back enemy
units. There are squares in mission maps called “Geo Symbols”, that impart
bonuses or penalties to different kinds of units, or can be destroyed, causing
damage at on any square with the matching symbol. Players are also able to
create new heroes and items from the central hub, as well as alter the central
hub itself. (e.g. improve available weapons and armour at store).
While the base elements of
tactical RPGs are in there, Nippon Ichi’s
take on the genre adds a lot of interaction between units, as shown through the
throwing mechanic, and interaction with the map itself. For comparison, the Fire Emblem series is known for having
town spaces; a small area of the map taken up by a town. If a player unit
reaches the town, they are generally given an item or XP, sometimes even side
characters can be discovered, who join the players team, and the town gate is
closed. Should an enemy unit reach it first, the town is burnt down, and the
player cannot access it again. Later in the series, players would find glowing
squares, that would offer a temporary stat boost, XP, or an item. (It can also give support increase between
two characters, but I will cover this in a more comprehensive post detailing unit
interaction, as I believe that unit interaction is one of the key points that
differs from game to game in the tactical RPG genre, further reading should either highlight this,
or undermine it, making it a lesser issue.)
This will not discuss the
article in its entirity, as the narrative aspects are not required at this
point.
Disgaea is a tactical RPG
first released to the western market in 2003 via Atlus, with it quickly turning into a cult classic, bringing
tactical RPGs into a brighter light. One of the main reasons the game sold so
well was the gameplay. The gameplay “is both complex and flexible”, which
allowed players a multitude of playstyles. Players could follow standard
tactics, or create something unique to their playstyle quickly and simply. This
is echoed in the article I read earlier in my post Reading:
‘Amp up your Game Design: Crafting Strategy RPGs’, where it
discusses that choice is key to drawing the player in, by ensuring that there
is no “best” strategy, and every player can approach the game differently,
creating a unique playthrough for every player.
One of the big issues with Disgaea
is that the games in the series are rather long. As fans of the game have
aged, they are finding less time to devote to playing, meaning that the fanbase
needs to be constantly refreshed. Even though the number of early fans has been
declining, they are replaced constantly by new fans getting into the series. ‘“As
a result, it seems like there’s always been the same ratio of new players
versus series veterans for each game,” Niikawa (Founder of Nippon Ichi) says.’
Niikawa goes on to say “The way we think about it is that it’s really
important that in each game, we provide as much of the sort of the content that
only we can produce as possible,”. This comes down to, Disgaea is it’s own game in the genre. While, as stated before, it
does carry strong traits of tactical RPGs, it is very much a game that stands
out from the crowd. Niikawa goes on to explain how this is the cornerstone of Nippon Ichi’s survival strategy; produce
the games only they could produce, rather than follow other companies examples;
“If we were just doing what other companies are, there’s no reason for us to be
around; it wouldn’t be necessary at all for us to exist. Instead, we pushed
ourselves to provide games that only NIS could produce, and that led to the
creation of games like Disgaea.”
The article proceeds to go further into
the “ridiculousness” of the series, with Niikawa commenting on how, as a
company, they attempt to do “the kinds of things other companies would never
think of doing”, and this is the aspect they have become best known for now. It
glosses over the narrative, with an example of how one of the reoccuring main
features, the “Prinny”, a common unit/NPC.
A Prinny; a human soul trapped "in the form of an explosive peg-legged penguin." |
It concludes with a bit more on the “ridiculous” aspects, with a
comment from Niikawa, “Basically, I think it’s fine to have the story be
ridiculous, but I also have a respect for the basic things any story needs to
have – parts that emotionally move the player and makes the game stick around
in their hearts. Having it be 100 percent ridiculous would get boring, so it’s
important that you keep a sort of balance like that. It’s about 80% ridiculous,
though.” While this does not relate a great deal to my final project, I believe
there is a good message as a games designer in general to take away from this;
you can make a game your “own” as much as you want, but there are elements that
will always be required, such as those emotional points that hit a player in an
unexpected manner.
Overall, I think this article, in relation to my previous reading,
tells me that I must absolutely make sure that choice is one of the key
components of this game. Players must have a wide range of choice available to
them, otherwise an obvious strategy is going to be found, making any derived
from the player’s personal choices null and void. It is also highly important
that, while I can create a tactical RPG using the core elements, if I want it
to stand out, I must have a unique mechanic that players can engage with, such
as how Disgaea has it’s throwing mechanics, and Geo Symbols.
Without this uniqueness to it, while it may end up a good tactical RPG, it
would have no real wow factor to it, instead simply being yet another bog
standard tactical RPG.
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