Montoli
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« Reply #30 on: August 26, 2010, 02:10:10 PM » |
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Is this a single-player RPG or some kind of versus system? Because while most of Sirlin's comments are great for balancing multiplayer competitive games, if you are making a single player game, where the player fights many computers opponents, you are going to need to add some serious asymmetry.
At it's core, Rock Paper Scissors (at least when played against a computer, or person you can't analyze) is basically about picking a random card, from a deck of three cards labled "win", "lose", "draw". Which is not terribly fun, when you don't have the sub-games of thinking you can try to "outthink" them by analyzing their patterns, body language, whatever.
In my opinion, it's not going to be fun unless the player feels they have a large degree of control over the outcome. Adding limited resources (hp, limited numbers of times you can counter, etc) works well to spice it up, but ultimately, they need to feel like they can influence their own fate. (I mean - if you play rock paper scissors against random CPU AIs, and say "ah hah, but you have limited resources, you can only play each response once per fight!" is still lame, since it's still basically random.) You have a seemingly interesting choice ("what should I choose?") but not enough information to make an informed decision, so your choice is not actually meaningful. (You would do just as well picking randomly yourself, or always picking the same thing, as you would with any other strategy)
Games like final fantasy handle this by giving you more information, giving different enemies different patterns for you to learn over the course of play. So while you might be confused the first time you meet them, you quickly learn things like "Goblins usually attack. Evil Wizards usually cast spells, but sometimes defend. Weebles almost always run away after the second turn." etc. (Games like final fantasy also mix things up by giving you a TEAM of people each making a choice each turn, vs. a group of enemies doing the same. So you get a higher chance of at least some success, even if you guess wrong on some of your character actions.)
Heck, even street fighters usually use a variation on the same model: They usually have their own RPS-like cycles [Countering beats cunches, punches beat throws, throws beat counters, etc] but they also give you patterns to learn based on the characters, like "that dude has really good throws, so he'll probably throw more. That chick punches a lot. I call her punch-chick." etc. (That, and since fighting games can be thought of as a huge number of RPS matches in rapid succession, you have more time to learn what your opponent's patterns are.)
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