   Combat systems
  I spent a long time considering combat systems, and the many different forms they come in. It ocurred to me that (quite obviouly) if we knew what was common amoung combat systems, it would be easyer to make new, inventive and exciting ways for players to clash. So, I though you guys might be able to help me compose a list of common combat system forms.I don''t have much time so I''ll do one to start the ball rolling:Final Fantasy StyleThis combat system is usually more tactical than speedy, and allows the players to use items by selecting them from a menu. Disadvantages include the fact that the combat awlays has to take place out of realtime, and away from the main game.I''ll do more later, but if you can add some others I would be glad.  
  Chrono Trigger style:  This battle system takes place in in real mode (meading in the walk about graphics) it''s done mainly for looks but it''s almost the same as Final fantasy style.Grandia Style: in this battle system you get to see the monsters before you fight them, and you even get the chance to suprise them as many times as you want. The disadvantage to this is you might not get to fight as much as you want.  ;StreetFighter-style: For the most part you mindlessly mash button sequences until your fingers blister, sending your avatar into onscreen gymnastic paroxysims inflicting metered damage unto an opponent until all energy is depleted - in continuing succession until all have fallen. Then you get the victory graphic.Seriously, could we get some more specificity? What are the constraints/limitations in this case? Are we only talking about RPGs (and fantasy RPGs at that), or is this broadened to all aspects of combat? When you speak of common elements, is it in the user interface or in the paradigm (presentation, turn-based vs real-time, victory conditions, collective vs individual, etc)?Or does Super Mario Bros-style (jumping on enemies'' heads, knocking off with projectiles - preferrably turtle shells - and throwing fireballs - with bare hands, no less!) count? Sonic The Hedgehog?  ;quote:Original post by Oluseyi  Are we only talking about RPGs (and fantasy RPGs at that), or is this broadened to all aspects of combat?  I think he is  ;  Yup, I''m talking all known ways of handline the delecate art of beating people up (sorry if I wasn''t clear). I think that combat systems should be combined more, they shouldn''t be confined to game types.The Fighting/RPG: Very rarly used system where the screen ''zooms'' as in final fantasy, but you thenm fight in the classic ''beat-em-up'' sytle (street fighter style).Standard RPG: One of the most common rpg systems is where you set a target for characters to attack, and they proceed to attack it by thei favourite means, untill it is dead.Standard/Moves RPG: As the above, but the game allows players to do special attacks inbetween.Moves RPG: High action style of fighting where players tell their character what do for each move. Requires a lot of ttention. (very injoyable).Shoot em'' up: You turn (somtimes),you move, you shoot. Anyone hit by a bullet dies.Bomberman: Its Bomberman, and its'' pretty unique...Fps: First person shooter... you carry a gun and shoot people.Automatic: Once you tell the computer to hit the ogre, it keeps doing so untill one of you dies. A little outdated due to its... uncombatability (get the pun on uncompatability? Please don''t hurt me).I''m spent for a while...  ;  Diablo Style: Hack and Slash - You can see the enemies before you attack, so this would take random battles out.  A disadvantage would be there isn''t much strategy involved.  You see an enemy, keep hacking away until it dies or the player does.  I like this style because it''s simple and lets you get on with the story in the game. Those aren''t bugs, they''re added features ;  I can just see Baldur's Gate or Neverwinter Nights with Street Fighter style combat.When you get close enough to enemies, the screen zooms way in, and the you proceed to "mindlessly mash button sequences until your fingers blister, sending you avatar into onscreen gymnastic paroxisms". (Thanks Oluseyi for the vivid image!)Just the thought of seeing my Neverwinter Nights character thrashing and convulsing as I try to find the right keys, occasionally actually damaging my opponent, makes me laugh.  I'd play that game just for the laughs.I'd venture to say that the D&D purists would frown upon such a game.Shawn[edited by - ShawnO on March 17, 2003 4:29:11 PM];  Pause-time real time.Battles exist in pseudo real time, allowing the player to pause the action to choose his next attack, but can leave him wide open. I''m experimenting with this, it should be cool    