{"id":42,"date":"2013-07-22T01:11:59","date_gmt":"2013-07-22T08:11:59","guid":{"rendered":"http:\/\/www.doctorshrugs.com\/blog\/?p=42"},"modified":"2013-07-22T01:11:59","modified_gmt":"2013-07-22T08:11:59","slug":"plans-within-plans","status":"publish","type":"post","link":"https:\/\/doctorshrugs.com\/blog\/?p=42","title":{"rendered":"Plans Within Plans: Optional Goals Spice Up JRPG Combat"},"content":{"rendered":"<p dir=\"ltr\">JRPGs tend by nature to be repetitive. You slog through the same random encounters over and over, and the same strategy works every time; occasionally a preemptive strike will shake things up, or leveling up will unlock a new ability that changes the boilerplate formula you apply for the next hour or two. Giving the player optional goals to pursue during combat can make that slog a lot more engaging, especially if those goals come into conflict with the primary goal of \u201cwin the battle efficiently.\u201d The simplest example is the ability to steal items, common in Final Fantasy and elsewhere &#8211; you can get by without doing it, by and large, but it usually pays to trade some time and damage output for a chance at extra resources. Here are three games that provide great reasons to think about the long-term effects of your choices in battle instead of sleepwalking through.<\/p>\n<h4>Grandia Xtreme: XP Bonus for taking no damage<\/h4>\n<p><iframe loading=\"lazy\" title=\"Grandia Xtreme : Venom Ruins Boss Part 1\" width=\"625\" height=\"469\" src=\"https:\/\/www.youtube.com\/embed\/LscLkmH-PGE?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p class=\"wp-caption-text\"><em>A screenshot would not do justice to the symphony of chaos that is a Grandia battle.<\/em><\/p>\n<p>Grandia\u2019s exceptional combat system frankly doesn\u2019t need any tricks to keep the player interested &#8211; if anything needs help in Grandia it\u2019s the bottom-of-the-anime-barrel writing and voice work &#8211; but the dungeon crawler spinoff Xtreme is more of a grind than the mainline entries. So it offers an optional challenge in every battle: if you can win without taking any damage, which probably means before the enemy gets a turn, you get a bonus multiplier on the XP earned in that battle.<\/p>\n<p>For fights against enemies that are much lower level than your party, this is pretty easy to achieve &#8211; which is nice, because as you\u2019d expect, the XP you get from fighting scrubs is unimpressive. For fights where the monsters aren\u2019t such a pushover, deciding whether to go for the XP bonus requires some risk\/reward calculation: it\u2019ll probably take some expensive special moves to wipe the enemy out that quickly. If you fall short, you\u2019ll have blown resources for no gain, but if you pull it off, the XP boost is substantial.<\/p>\n<h4>Skies of Arcadia: Equip the right color weapon on the last turn<\/h4>\n<div id=\"attachment_44\" style=\"width: 578px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-44\" class=\"size-full wp-image-44\" src=\"https:\/\/doctorshrugs.com\/blog\/wp-content\/uploads\/2013\/07\/skies.jpg\" alt=\"Skies of Arcadia characters use Fruit Gushers to cast magic. Don't ask how Silver tastes.\" width=\"568\" height=\"432\" srcset=\"https:\/\/doctorshrugs.com\/blog\/wp-content\/uploads\/2013\/07\/skies.jpg 568w, https:\/\/doctorshrugs.com\/blog\/wp-content\/uploads\/2013\/07\/skies-300x228.jpg 300w\" sizes=\"auto, (max-width: 568px) 100vw, 568px\" \/><p id=\"caption-attachment-44\" class=\"wp-caption-text\">Skies of Arcadia characters use Fruit Gushers to cast magic. Don&#8217;t ask how Silver tastes. <br \/><em>Image from <a href=\"http:\/\/lparchive.org\/Skies-of-Arcadia-Legends\">lparchive.org<\/a><\/em><\/p><\/div>\n<p>Enemies in Skies of Arcadia are each aligned with one of six colors (elemental affinities, in function if not flavor), and will take more damage when you use attacks of a superior color, determined by a rock-paper-scissors graph: red beats green beats purple, and so on. On each character\u2019s turn you can rotate between any of the colors you\u2019ve unlocked so far.<\/p>\n<p>At the end of each battle, your party earns both normal XP and magic XP. Each color of magic gains XP independently, and the color of weapon each character has equipped when the battle ends determines how the XP is invested. The colors are far from interchangeable; all the healing spells are green, and silver has both the revival spells and the instant death attacks.<\/p>\n<p>So long-term, you want to end battles with the color of weapon that will unlock the spells you need most, even if in the short-term it hurts your damage output to use anything but the color the enemy is weakest to. The rate of random encounters in SoA is <em>super<\/em> high, and the combat itself does little to provide variety between battles (though it has one great mechanic in the shared SP bar, which I will talk about more in a later post and which I totally ripped off in <a title=\"Demon Thesis\" href=\"http:\/\/www.doctorshrugs.com\/demonthesis\" target=\"_blank\">Demon Thesis<\/a>). Switching your characters\u2019 weapon colors each turn to pursue either short-term combat efficiency or long-term character development adds an interesting wrinkle that the game needs badly.<\/p>\n<h4>Xenosaga Episodes I &amp; II: End the battle on a bonus rewards turn<\/h4>\n<div id=\"attachment_45\" style=\"width: 438px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-45\" class=\"size-full wp-image-45\" src=\"https:\/\/doctorshrugs.com\/blog\/wp-content\/uploads\/2013\/07\/xenosaga2.jpg\" alt=\"The SKL icon in the lower right means this is a good turn to kill a dude. Image from IGN\" width=\"428\" height=\"301\" srcset=\"https:\/\/doctorshrugs.com\/blog\/wp-content\/uploads\/2013\/07\/xenosaga2.jpg 428w, https:\/\/doctorshrugs.com\/blog\/wp-content\/uploads\/2013\/07\/xenosaga2-300x211.jpg 300w\" sizes=\"auto, (max-width: 428px) 100vw, 428px\" \/><p id=\"caption-attachment-45\" class=\"wp-caption-text\">The SKL icon in the lower right means this is a good turn to kill a dude.<br \/><em>Image from <a href=\"http:\/\/www.ign.com\/articles\/2004\/04\/30\/xenosaga-episode-ii-hands-on?page=3\">IGN<\/a><\/em><\/p><\/div>\n<p>Xenosaga takes (and merits) a lot of abuse, but there are some really great ideas in each installment\u2019s combat system. My favorite is the Event Slot from Episodes I &amp; II &#8211; a sort of turn clock which rotates through a set of effects that drastically alter the decision making process. One slot increases damage from attacks on that turn, one slot increases the efficiency of charging the \u201cboost meter\u201d that allows for interrupting the normal turn queue, and one slot grants bonus XP* for killing enemies while it\u2019s active.<\/p>\n<p>Because I am <em>mildly<\/em> obsessive-compulsive, I went to extreme lengths to ensure that as many enemies as possible died while that bonus was in effect. This might only mean holding back a deathblow until the right moment, but sometimes I had to spend a boost to get out of a cycle where the bonus always came on the enemy\u2019s turn. If I accidentally killed an enemy a turn too quickly because I misjudged how much damage I could deal in a turn, <em>I felt like I messed up<\/em>.<\/p>\n<p>Did I mention the bonus randomly varied between a factor of two, five, and <strong>ten<\/strong>? Even a less (ahem) dedicated player than myself would have to stop and think <em>real<\/em> hard about how to time their actions just right to take advantage of a tenfold increase in reward.<\/p>\n<p dir=\"ltr\"><em>*It\u2019s not actually &#8220;XP&#8221;, it\u2019s Tech Points, Ether Points, and Skill Points, but c\u2019mon.<\/em><\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>JRPGs tend by nature to be repetitive. You slog through the same random encounters over and over, and the same strategy works every time; occasionally a preemptive strike will shake things up, or leveling up will unlock a new ability that changes the boilerplate formula you apply for the next&#8230; <a href=\"https:\/\/doctorshrugs.com\/blog\/?p=42\">Read more &raquo;<\/a><\/p>\n","protected":false},"author":2,"featured_media":45,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2],"tags":[],"class_list":["post-42","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-combat-systems"],"_links":{"self":[{"href":"https:\/\/doctorshrugs.com\/blog\/index.php?rest_route=\/wp\/v2\/posts\/42","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/doctorshrugs.com\/blog\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/doctorshrugs.com\/blog\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/doctorshrugs.com\/blog\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/doctorshrugs.com\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=42"}],"version-history":[{"count":0,"href":"https:\/\/doctorshrugs.com\/blog\/index.php?rest_route=\/wp\/v2\/posts\/42\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/doctorshrugs.com\/blog\/index.php?rest_route=\/wp\/v2\/media\/45"}],"wp:attachment":[{"href":"https:\/\/doctorshrugs.com\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=42"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/doctorshrugs.com\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=42"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/doctorshrugs.com\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=42"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}