Friday 9 October 2015

Creating a Plan

Now I feel a bit more grounded, I intend to outline the plan for my final project for the year. My logline will be something along the lines of "How can Tactical RPGs be more immersive using Eastern and Western design styles?"

What is a Tactical RPG?
Tactical Roleplaying Games (TRPGs) (Also referred to by some as Strategic/Simulation RPGs; SRPGs) are RPGs that use elements of the typical Japanese RPG (JRPG) formula, which include;

  • following a party of pre-determined members with set classes and personalities
  • leveling individual members
  • gaining items through chests, or purchasing from a store,
but with a heavy focus on tactical strategic gameplay. 


A player will often use a defined squad or party to fight missions on an isometric grid in turn based gameplay. Players will level up their squad members through experience gained in battle, equipping them with gear generally outside of battle. Good examples of these games are the Fire Emblem and Final Fantasy: Tactics series.

My initial idea is to incorporate the design aspects, and micromanagement systems, of Eastern TRPGs with combat mechanics from the commonly Western Turn Based Tactics genre.

What is a Turn-based Tactics game?
Turn-based Tactics (TBT) games are generally turn based games set on an isometric grid, where players lead a squad of group through military encounters. Players are expected to use small scale tactics to clear missions as efficiently as possible, with squads managed in-between missions.

So what is the difference between a TRPG and TBT Game?
The main differences of the genres lie in combat and narrative.

Combat:
A squad member being moved into combat position in Fire Emblem: Awakening
The key similarity between the two genres is the isometric map overview. Players will be given an overhead view of the mission map, but most similarities stop there. 



In TRPGs, the isometric grid is set out in squares, meaning players can only move straight lines, with no diagonal movement. Players will often be able to perform two actions per squad member per round; move, and one other action (Use item, fight, defend). For players to engage in combat, the most common format is for the player to move their chosen squad member next to the opponent, which leads to the players squad member attacking, followed by the enemy counter-attacking if they are able to. As a unit cannot pass through an enemy unit, this movement system allows players to create tactical chokepoints for their opponent, but also means that every attack must be thought over, or a squad member can be left vulnerable. While it is not commonly mandatory now, many TPRGs offer a perma-death option, meaning should a squad member fall, they can not be used again in that play-through.

A selected squad member, with his movement limit highlighted in X-COM: Enemy Unknown
In TBT games, while there is an isometric view, the grid is used in a much more subtle way. players will commonly be given the same two action limit as seen in TRPGs, but rather than be limited to a movement and action, they will often be allowed a combination of the two, or even two movement stages, or two actions. Players engage in combat much differently; when a players squad member spots an enemy in their field of view, they will be able to attack that opponent, taking any cover, and distance, into consideration, without any retaliation from the opponent. (Barring special or specific actions) While players cannot create chokepoints as obviously as they can in TRPGs, it is still commonly possible to create formations that pin down squads of opponents. This tactic can be used against the player too though, sometimes forcing their back against the wall. TBT games often feature a perma-death feature as standard, as squad members in games such as the X-COM series are seen as more expendable, as opposed to characters within a TRPG such as Fire Emblem.

Narrative:

The narrative is one of the biggest differences between the two genres. TBT games will generally have the player take on the role of a faceless commander working for an organisation, leading a squad of either player-generated or generic soldiers that fall within one of a few standard classes, into missions. TRPGs on the opposite end of the spectrum, often have the player as a character within the game, or as a commander with a face and personality, leading a squad of pre-made characters that play roles within the overall story narrative, each with their own set personality, history, and motivation. They will often have a pre-set class that relates to their character. 

This is noted by Saotome, who points out that most Real Time Strategy and Turn Based Strategy games are predominantly of Western origin, whereas almost all TRPGs "happen to be Eastern".(Saotome, 2015) This can be seen heavily in the use of JRPG elements commonly found implemented within TRPGs; pre-set squad (party) members with set personalities and classes, improvement of squad members via experience, arming members with weapons that relate specifically to their class.

The clash of Tactics vs. Roleplaying in TRPGs

One of the big issues with TRPGs is maintaining the balance between the two main aspects of the game; turn based tactics, and roleplaying. While a player may wish to fulfill the RPG aspects by having squad members act as they would in-character, this can sometimes clash with how best to utilise that character, and when push comes to shove, most players will elect to use their characters tactically to move towards victory, leaving the RPG aspects on the back burner. The best way to work around this is to make sure that the character personality reflects their class or skillset, such as a brawler having an aggressive, blunt personality.(Saotome, 2015) 

What am I hoping to achieve?

With my final project, I am hoping to create at least one level with narrative for a TRPG of my own creation, that uses the ranged combat mechanics of TBT games. I believe that this will allow me to demonstrate a great deal of coding skill, as I will need to look at implementing at least:
  • Isometric movement based on nodes
  • Ranged combat using line of sight and fog of war
  • Enemy AI capable of displaying basic tactics
I also feel that it would be a good demonstration of my design skills, as I would plan to implement:
  • A base storyline in a world of my own creation
  • At least 6 unique squad members, each with their own personality and skillset
  • A player character which doubles as a squad member, or acts as a commander only
While I do have concerns that I could be overscoping due to the mixture of both coding and design elements, these are two skill sets that I feel are stronger points for myself, which I believe, if developed, could allow myself to become a creative designer who understands the limits of coding, allowing me to fine tune the balance of narrative and design with gameplay and mechanics.


References:

Saotome. (2015). Amp Up Your Game Design: Crafting Strategy RPGs.Available: http://blackshellmedia.com/2015/05/amp-up-your-game-design-crafting-strategy-rpgs/

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