A
while back, I was pretty gung-ho about making a Battler (basically, a
Pokémon clone). A friend had expressed interest in cloning an
existing online Pokémon battler in order to practice his programming
skills, so I took the opportunity to pitch an idea for a new game, in
the vein of Pokémon, designed to improve on what I viewed as some
flaws in the formula. Although the game got abandoned as the
programmer got busy on other projects, I still dwell on the design
and thing, “If I ever made this game, it would be fantastic.”
Don't
get me wrong; I have no grandiose ideas of knocking Pokémon off the
throne Nintendo's used Charizard's flames to forge together among the
many cartridges of the other mobile franchises that have fallen
before it, but I definitely see flaws in the franchise's design that
irk me as a designer.
I've
been pondering writing a blog series for a while about my mindset in
designing and addressing Pokémon's issues / designing Tensai, but it
wasn't until reading Hardy LeBel's recent blog about what he views as
the Universal Truth of Game Design #1 that I really felt my approach was truly correct.
So Design Part 1: The Elements
Now, if you took
the time to pause and read LeBel's blog, you saw that he said the
second most important tool in a designer's kit is subtraction.
If you didn't take
the time to pause and read LeBel's blog first, go back and do so. He
says some seriously cool stuff. In fact, I encourage you to go read
his other posts as well. Especially if you play Halo.
Back on topic:
Subtraction.
One of the biggest
flaws to the Pokémon formula in my opinion is the convoluted type
strength/weaknesses the different elements all have. Sure, it's cool
to have x be strong against y, and d/f dual type being 4 times weak
to y while d/x dual type is neutral. But it's convoluted and
needlessly complex. The player can't be expected to learn the type
interactions through a normal play-through of the game, and there's
too much information for it to be displayed in the game's UI in a
clearly readable manner.
So when I started
working on Tensai, I borrowed from a fantasy world I've been
world-building for some time (which borrowed heavily from both
Eastern and Western influences)...where there were simply seven
elements: Fire, Metal, Ice, Wood, Air, Water, and Earth. (The keen
of you will notice those are literally the 4 Classical Elements with
the inclusion of Chinese elements Wood and Metal...and then Ice.)
The interactions followed a simply RPS7 system; each element was
strong against the 3 that followed it and was weak to the 3 that
preceeded it.
By trimming the
number of available elements from 18/17/15 (depending on generation)
to 7, you immediately make it much easier for players new to your
system to tell what is strong against what. Fire, for example, is
strong against Metal (melts it), Ice (melts it), and Wood (burns
it)...while being weak to Air (Blows it Out), Water (quenches it),
and Earth (Smothers it / Doesn't Burn). The type interaction chart
is so simple it could be displayed with a single chart featuring each
of the seven elements with 3 lines of the same color going from each
element's symbol to the three it is strong against. Your player base
is now given a clear idea of how the elements work, which can be
communicated even within a battle.
In addition to
limiting the number of elements, I also made one mandate to go along
with it that made the design very, very simplified compared to
Pokémon: A Creature's base moveset can only include moves of the
same element as that Creature. A Fire creature can only use Fire
moves, An Air creature can only use Air moves, and so on.
But wait, Audley!
I see a problem with that!
Oh, do you now?
Yes! Won't that
mean the elemental type advantages are too steep to overcome if you
switch into a bad match-up?!
Clever girl, you
have found a weakness...and the second major design decision I made
on Tensai...which came about as a domino effect of removing a large
chunk of Pokémon's clutter.
Design Part 2: Action Types
In Pokémon, moves
have their own “attack” element which interacts with the
creature's element or elements. Say, for example, you had the
Fighting-type Pokémon Hitmonchan. He wasn't limited to
Fighting-type moves, thanks to Fire Punch, Ice Punch, or Thunder
Punch giving him attacks of those elements to allow him to better
cover his weaknesses (for example, Ice Punch or Thunder Punch would
enable him to beat up any Flying types that came his way if he was
fast enough.)
Since I'd removed
this possibility in Tensai, I had to compensate for the
aforementioned problem where there was no ability to cover your type
weaknesses. And that is where Action Types came in.
I created five
“Action Types” that an attack move could be quanlified as.
Melee, Ranged, Magical, Aerial, or Defensive. These five also
interacted in a sort of Rock-Paper-Scissors-Lizard-Spock format, but
not in as straight forward a manner as the RPS7 chain of elements.
Melee attacks were
strong against Ranged, but super effective against Magical.
Ranged attacks
were strong against Magical, but super effective against Aerial.
Magical attacks
were strong against Aerial, but super effective against Defensive.
Aerial attacks
were strong against Defensive, but super effective against Melee.
Defensive attacks
were strong against Melee, but super effective against Ranged.
Instead of just
improving the damage your creature dealt, however, the Action Types
did something better: they reduced the damage you took from the
opposing creature. Strong = Half damage. Super Effective = No
damage.
So if my Fire
Creature were out against your Water creature...I would be at a
disadvantage. However, if I predicted you were about to use a Ranged
move, and my creature had a Defensive move in his moveset, I could
use the Defensive move to take no damage, while dealing a slightly
improved chunk of damage to your creature.
Since creatures
only have 3 moves (technically 4, but I'll address that later) in
Tensai, you can use process of elimination to get a reasonable guess
of your opponent's moves and attempt to rock-paper-scissors your way
to victory. It also leaves room for some Sirlin-loved Yomi Layer 3
in terms of “Well he should do this move for the most damage, so I
should use this type of move to negate its damage...but if he
predicts I'm going to do that, he may use this move to counter my
counter...” et cetera, et cetera. In the few instances of practice
battle runs I ran utilizing nothing but a Skype chat room and a
PHP-coded calculator, the four of us who tested it all enjoyed the
new layer of depth created out of necessity to coincide with the
design-by-subtraction sledgehammer taken to Pokémon's element
system.
In my next blog on
Designing Tensai, I'm going to cover more in-depth how I approached
the largest problem in competitive Pokémon, “hax” (RNG) in
detail (I touched on it in the past in my blog
Fighting Chance.) – but thanks to the Action Type system, I was
able to have even greater control than would really be able to be
tuneable otherwise.
So stay tuned for
Part 2. Don't worry, this one will be updated much, much sooner than
my Calling the Shots blog! And thanks again to Hardy LeBel for the
inspiration. Seriously, go read his stuff: http://www.hardylebel.com
Part 2
Part 3
Part 4
Part 2
Part 3
Part 4
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