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Basic guide - RPG gameplay
Preface
The following guide is meant to be an introduction to modern RPG development. Thus, its topics will be presented in a very general and abstract manner. Where appropriate, reasoning is provided to introduce you to the way of thinking used and to make the statements more plausible (also it is a requirement for any theory).It might look like a giant wall of text, however, the parts can be read and digested independently.
Immersion
A very important part in most RPGs is immersion. It is not something you can force upon players but there are several ways to provide solid foundations: A consistent and interesting world (+ story) helps the "role-play" aspect of it, a low barrier of entry helps the "game" aspect.Story
A good story helps the atmosphere of a map. It needs to be consistent with gameplay; you can explain various things on the loading screen and at the start or during expected downtime. Use cinematics sparingly to greater effect; never interrupt encounters. You should also use quest texts and item tooltips to tell players about your world.Barrier of entry
Many RPGs are hard to get into, this is mainly caused by gating through levelling and gearing, overly complicated stats, rotations and systems. Try to achieve the desired properties (e.g. longevity, flavour, challenge) through use of other methods, for example the ones described in the guide. This will also save you a lot of time, which you can spend on more high quality content.Playable characters
Playable characters provide the foundation for challenging and interesting gameplay.If it's possible to recuperate between encounters, make sure players don't waste much time on it. Cooldowns should be rather short, resources/health should replenish quickly.
Don't flood your map with lots of characters. The motives for having multiple characters are replayability, choice of style and, in case of a multiplayer RPG, roles. On the other hand, properly designing and balancing them will get a lot harder as their number increases. It is thus best to use the design space efficiently. Make each character unique in style and viable. In multiplayer RPGs, this can get out of hand, but there is always the alternative of "fixed composition" to avoid balance problems.
Roles
Roles are used to split the actions that are done by the group to allow further specialization and more ways of interaction. Roles should be unique in order to achieve balance (choices aren't dominated by others) and replayability (different roles to play for a change). You can accomplish this e.g. by splitting the role archetypes (tank, damage-dealer, healer, support) and distributing them. The extent of the split depends on the number of roles.Tank: Main tank, off-tank (distribute damage spikes, pick up adds etc.)
Healer: Spot h., throughput h.
DPS: throughput, burst
Support: utility (movement, CC), tactics (short-time buffs)
Healer: Spot h., throughput h.
DPS: throughput, burst
Support: utility (movement, CC), tactics (short-time buffs)
Rotations
There are 2 common forms of rotations, "cooldown-driven" and "resource-driven" rotations (or hybrids). Important characteristics to aim for are flexibility (so players can react to mechanics), role-appropriate toolkit (so players can have an impact on the game) and sustainability (so players don't have to twiddle their thumbs).Principle: Core ability usage is regulated by cooldowns
Motivation: Easy to balance (accurate prediction of ability usage), safe (strict limitations), works regardless of encounters
Verdict: Use cooldowns for non-central parts of a rotation, "delicate" abilities and if you don't want to / can't make it resource-driven.
Remarks: Cooldowns should be rather short to avoid excessive downtime, make sure there is a "default action" (so characters don't just stand around)
Motivation: Easy to balance (accurate prediction of ability usage), safe (strict limitations), works regardless of encounters
Verdict: Use cooldowns for non-central parts of a rotation, "delicate" abilities and if you don't want to / can't make it resource-driven.
Remarks: Cooldowns should be rather short to avoid excessive downtime, make sure there is a "default action" (so characters don't just stand around)
Principle: Core ability usage is regulated by resources, which are regenerated or actively generated using dedicated abilities (cast or channeled, no cooldown)
Motivation: Dynamic (choice of when to spend r.), versatile (choice of how to spend r.), impactful abilities (no fillers, purposeful usage)
Verdict: A bit more difficult to implement correctly, but it's worth it if appropriate for the toolkit.
Remarks: Resource-generating abilities should have a long cast time or be channeled. This makes sure there is an actual decision (tradeoff) behind their usage.
Motivation: Dynamic (choice of when to spend r.), versatile (choice of how to spend r.), impactful abilities (no fillers, purposeful usage)
Verdict: A bit more difficult to implement correctly, but it's worth it if appropriate for the toolkit.
Remarks: Resource-generating abilities should have a long cast time or be channeled. This makes sure there is an actual decision (tradeoff) behind their usage.
A general rule of thumb is that each ability in a rotation should have its own unique benefits and should be used whenever you want these benefits specifically (e.g. generating mana during periods of low incoming damage, spot healing for single-target damage spikes, AE healing for AE damage spikes, heal-over-time spells for covering sustained incoming damage).
Abilities
Abilities are the mainstay of a rotation. They should serve a particular purpose within it. Make sure that effects, visuals and tooltips are focused on achieving this purpose and conveying the needed information, in order to keep bloat low. If you want to spice things up or the mechanics aren't implemented, create custom spells.A toolkit should enable the character to fulfil its role.
Warlock tank
Abilities: Drain Soul (mana gen., healing), Soul Fire (ST threat/damage), Immolation (AE threat/damage), Nether Ward (mitigation)
Role: main tank, throughput self-healer
Abilities: Drain Soul (mana gen., healing), Soul Fire (ST threat/damage), Immolation (AE threat/damage), Nether Ward (mitigation)
Role: main tank, throughput self-healer
Difficulty, encounters and progression
One of the usual problems modern RPGs face is that of longevity (or the lack thereof). It's simply not very engaging to kill a boss over and over, with it getting easier each time you do that. However, if a boss was to be killed only a small amount of times, the map (or game) would become very short.There is also the problem of tuning: A fixed difficulty limits content to a rather small range of players, lots of difficulty settings make a game relatively clunky to play and increase perceived repetitiveness. This circle can not be broken directly, since it is based on the binary character of main objectives (e.g. kill / wipe).
A solution is letting encounters scale with optional objectives (speed-kills etc.) and allowing progress on a lot of different encounters. There would be a main objective (ending the encounter successfully), which adjusts its difficulty through the need to optimize the secondary objectives.
This has even the potential to eliminate the need for gear rewards and levelling, which usually bring some sort of blockwise content consumption. It also replaces the "carrot on a stick" with a multi-modal game in which you can have fun wherever you want.
The encounters themselves need to be dynamic and utilize all roles and their toolkits. Randomness should not have a great impact on results (so alternatives should be - assuming correct play - roughly equal in effect). Telegraphs are easy to explain and thus very popular but their strategical impact is rather small. Usually the following will be better: dangerous phases / spawns that need to be pushed through, enemies that can heal ("bait-and-switch" style), dynamic damage multipliers (both ways, e.g. a troll's "Berserk") et cetera.
The following tabs will give you a quick overview of the "traditional" RPG style (for comparison) and an alternative (to show another possibility).
Path: Levelling -> Attunement -> Instances
Levelling: The characters gain levels by defeating enemies and completing quests, thereby unlocking their toolkit and higher level content. Players should learn how to play here.
Attunement: Preparation for instances to make sure players actually have a chance of getting anywhere in instances.
Instances: This is the hardest content. It should drop the strongest items; characters should be at the maximum level and have their full toolkit.
Motivation: Character progression, familiarity
Levelling: The characters gain levels by defeating enemies and completing quests, thereby unlocking their toolkit and higher level content. Players should learn how to play here.
Attunement: Preparation for instances to make sure players actually have a chance of getting anywhere in instances.
Instances: This is the hardest content. It should drop the strongest items; characters should be at the maximum level and have their full toolkit.
Motivation: Character progression, familiarity
Path: Tutorial -> Instances, Quest areas
Tutorial: A quick introduction to the character's playstyles, e.g. a short explanatory text + training dummies to get some muscle memory.
Instances: Competitive and challenging content; difficulty scaled through optional objectives. Rewards consist mostly of lore and vanity items.
Quest areas: Very diverse and creative part; you should fit lots of lore into these to expand the game world; it also serves as a hub for everything else.
Motivation: Longevity (content stays relevant), tuning (no difficulty deterioration, self-tuning possibilities), low profile (no filler content, straightforward development), accessibility
Tutorial: A quick introduction to the character's playstyles, e.g. a short explanatory text + training dummies to get some muscle memory.
Instances: Competitive and challenging content; difficulty scaled through optional objectives. Rewards consist mostly of lore and vanity items.
Quest areas: Very diverse and creative part; you should fit lots of lore into these to expand the game world; it also serves as a hub for everything else.
Motivation: Longevity (content stays relevant), tuning (no difficulty deterioration, self-tuning possibilities), low profile (no filler content, straightforward development), accessibility
Toolkit: Collection of a character's abilities with their respective uses
Rotation: Pattern in which abilities are used
Crowd Control: Disabling enemies, e.g. by stunning, slowing, interrupting them
Area of Effect: Location-based multi-target
Tunneling: Ignoring most parts of a fight, encouraged by very limited role and overly complicated rotations
Time-critical (roles): Reliant on precise timing as opposed to raw output
Balance: Making sure options are viable (why else would they exist?)
Immersion: A game's capability to immerse players in the its world
Rotation: Pattern in which abilities are used
Crowd Control: Disabling enemies, e.g. by stunning, slowing, interrupting them
Area of Effect: Location-based multi-target
Tunneling: Ignoring most parts of a fight, encouraged by very limited role and overly complicated rotations
Time-critical (roles): Reliant on precise timing as opposed to raw output
Balance: Making sure options are viable (why else would they exist?)
Immersion: A game's capability to immerse players in the its world
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