Historica Fantasia, Development Blog 02 Deconstruct Ogre Battle & Improvise GamePlay Features
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Transcript of Historica Fantasia, Development Blog 02 Deconstruct Ogre Battle & Improvise GamePlay Features
@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 1By Matumit Sombunjaroen V1.1 2016/11/15
Historica Fantasia Dev BlogChapter2:
Deconstruct Ogre Battle &Improvise GamePlay Features
@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 2
The Biggest Problem with Ogre Battle nowadays is,…When used AS IS, The GamePlay Design has aged and does not really go well with comprehensive Gaming.
As such, the Design need to be deconstruct and improvise
The Problem with Ogre Battle
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To be more specific
Realtime Exploration
Semi-Auto Battle Scene
During Exploration, Player deploy up to 10 Squads,And have them March in Realtime.
But The Battle is Semi-Auto Cut Scene.
Comprehensive Realtime Commanding (Active) Watching Battle (Passive)The conflict in Design cause disruption in Experience
As such, it is better to Re-Design the overall GamePlay scheme to a Unify Experience
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The Good PartsTo reference
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Unit as Individual and Squad ManagementThe Player can deploy up to a Maximum of50 INDIVIDUAL Characters in a Single Game.
Each of them have contribution to the Campaign,Making them Important part of the Grand Scheme,
and having their mark in the History.
This trait coincide with the Narrative Focus ofHistorica Fantasia, as such, it should be preserve for the Improvise GamePlay Design.
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Narrative ExplorationOne of the Key feature of Ogre Battle,
is the Freeform Narrative Exploration,
Depending on where the Player explore,Who the Player chooses to Fight., etcIt will affect how other Characters treated the Player.Resulting in Hidden Elements being discovers,And the Change in outcome of the History
As this also coincide with Historica Fantasia’s Narrative Focus, it should also be preserve.
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Strategy Game TypesTo reference
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Types at a glance
Country Management,Base Building., etc
Play a major role in the Game
Warlord
Strategist
General
Warrior
Resource Management,Deploying Units, etc
Gameplay focus onBattlefield Control,
more than individual Units
Use Limited Resources to Command Several UnitsAnd Engage the Enemy
Focus more on Individual Unit Control
Control a Unit,And turn the tide of Battle by
beating the Crap out of Everyone
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Game Examples
Warlord General
Strategist Warrior
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Types to Exclude
Warlord
Warrior
Focus: Campaign through the Continent<= Because the Player will keep moving forward,
Base Building, which is a Stationary Achievement, should not be part of the GamePlay.
Not to mention that it cost more to develop
Focus: Utilize 50 Individual Characters<= Since Warrior Type Games,
focus on controlling a Single Unit,Player cannot interact with all 50 Characters,And It doesn’t fit in with the Narrative.
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Games to Reference
This will change, depend on
Other Factors
Which will be discuss later.
General
Strategist
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Before going to the Detail
Simultaneous Turn Base, is out of the Consideration
They are too frickin hard to Design & Program. I’ve tried
The Only good thing about them is that they are Fair for Multiplayer.
But if you are going to make a Multiplayer Game,It’s easier to go for a Realtime Game instead.
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ExplorationFocus: Explore & Discover hidden Narrative
Even though Realtime Exploration is more comprehensive,
Turn-base GamePlay have its own taste for Exploration.
Therefore, Even though Realtime is PreferableRealtime or Turn-Baseis not much of an issue for this case
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Battle ScaleFocus: Warfare Narrative
Here lies a Big Issue,RTS Games are fun when1. You Fight Enemies on Equal Grounds, and Units on
both side were meant to be fallen like leaves.2. Or, You control a few Elites
to plow down on masses of Enemies
Because Player need to raise Individuals of Equal Standing to the Enemies throughout the Campaign,
Realtime Gameplay, Does not fit in with the Narrative
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Battle EventFocus: Each Individual contribute to the Making of History
In order for each Individual to be important,Their contribution must be OBSERVABLE by the Player
On a Warfare Scale Battle, in RTS Games, it is very hard for the Player to do so.
On the Other hand, Turn Base Games can utilize Event Scene to Highlight such contribution.
Turn Base, is more Convenient for the Narrative
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Multi PlayerMulti-Player IS NOT a Focus of the Game
If it is, then Realtime is pretty much Compulsory.
But since it is not, Realtime or not is not an issue.
Not to mention that I cannot do Network Programming.Thus the Need to hire other people,
Resulting in Increase Expense
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In Conclusion
In Order to achieve Narrative Goal,
Turn BaseIs a more Preferable Choice
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However, Programming-wise
This is more of a Personal Skill Issue,
Turn-Base Phase Programming is quite a hassle.
Personally, it’s easier for me to Program a Realtime Game.
If the Prototype isn’t as fun as it should be,I might redesign this to Realtime instead.
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Mechanical VS FaçadeGamePlay Design
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First, Let’s talk about Trilemma Design
Trilemma is a common concept in Gaming,This is to create a balance where nothing is Invincible
And each entity will have a meaning & usable purpose.
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However,
Many Game Utilize Façade Rules to create such relationship.
Such as the Fire => Plant => Water => FireCommonly use in many Japanese Games.
The thing is, these rules are decided by The Designer’s POV, rather than utilizing some existing Fundamental Law.
Such as how Earth Pokemon is weak against Water,While in Chinese Element, Earth beat Water.
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What is a Façade rule?
To simply put it,It is a rule that, Change the outcome of something. Despite not changing the Primary Action of the Main Entity.
For example,A Knight do a Melee Attack with Iron SwordA Bandit do a Melee Attack with Fire Axe
Despite being different Class & dealing different Damage via Attribute, Player is practically doing the same thingAs such, it is hard to differentiate the 2 entities.
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Why is Façade rule an issue?
It might not be InstinctiveBecause the Rules are primarily decided by the Designer’s POV,Player who do not share the same view might feel alienated.& Players has to spend more time learning the Rule in order to enjoy the strategy.
It does not change user ExperienceBecause Player is practically doing the same thing,Player can get bored easier.
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A Real World VS Virtual Example
Polearms VS Cavalry
In the Real world, Polearms have advantages against Cavalry, due to the Reach and Concentrated Impact causes by Cavalries’ own Momentum.This, is Mechanical in nature.
However,Unless the Game Utilize Physic Calculation,The actual correlation between the 2 do not exist.In order to simulate to same correlation,
Façade Rule is needed to be use.
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What is a Mechanical Rule?
On the Opposite side of the Spectrum,It is a Rule that provide correlative effectvia Primary Action that the Entity is capable of.
A good example would be Chess Movement,Because the Pieces have Unique moves
that they are capable of,Each Piece have a Unique Purpose,Thus, the reason to utilize them
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The Good thing about them
Because each entity have Distinct & Different Primary Actions,Player will have different experiences when utilizing each of them.Thus, It made the Rules easier to be differentiate and remember.
Instant, Melee, Single Instant, Range, Single Delayed, Range, Area
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Examples of better Trilemma Design
These Games have one of the finest Mechanical Trilemma[Valkyria Chronicle] [Chain Chronicle] [Clash Royale]
I am not going into the Details though, you should try them out
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Just a side Note
Surprisingly, despite being nearly Full-AutoKanColle’s Battle is quite Mechanical in Design
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Reasons to Minimize Façade Rules
For Historica Fantasia,Narrative Exploration is the Primary Focus,While Strategy is Secondary.
By Focusing on Mechanical Rules, Player can remember the Rules easier, thus allowing them to be able to focus more on Narrative Exploration.
While at the same time, being Strategic enough to entertain Strategy
Gamer.
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Summary ofFeatures
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To IncludeSquad-Based Units & Turn Base Battle
Controlling Maximum of 50 Individual Characters.Event System that highlight their Contribution and make them Observable.Players and Enemies fight on Equal Terms.
Narrative ExplorationFinding Hidden Factors & Agenda. Changing outcome the History.
Strategy Gameplay Focus on Mechanical Rules DesignMake it intuitive to playSpecific Design is TO BE Discuss in the next Chapter.
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To IgnoreBase Building
Make them Static.
MultiplayerNot Fun with current main Design.Need to hire Network Programmer.
Façade RulesMinimize as possible
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Next Chapter:03
Specific GamePlay DesignBase on Features