Posted October 06, 2016
Just one thought I just had: The relative balance of HP, damage, and healing in an RPG can have significant effects on how the game feels.
For the purpose of this topic, any game where the player can avoid all damage through pure skill I am not considering to be an RPG. It is acceptable if damage can be avoided through strategy, for example by becoming immune or disabling the enemies, but I am not counting games where you can simply dodge all attacks. (One consequence of this definition: the Mario and Luigi games fail to be RPGs under this definition.)
Anyway, we can look at the main cases, and how they make an RPG feel:
Low damage, low healing: In this game, often your HP determine how long you can last in a dungeon. Healing can get annoying in games of this type, though if the healing is cheap, it may be a necessary evil. (This is the exact sort of game that would benefit from a "auto-cast healing" menu command, as found in later Dragon Quest games, for example.) Personally, I find this combination to be the least interesting and the one involving the most busywork (at least until an exception to the low healing becomes available). Example: Ultima 3; at high levels, the fastest way to heal is to go into a dungeon and drink from a fountain there.
Low damage, high healing: If healing is cheap, the game can become too easy. If healing is expensive, you have an interesting dynamic here; dungeons become a test of endurance, but you don't have to cast tons of spells to get your health back, and in-battle healing is a viable strategy. Examples: Arcana, Paladin's Quest (excluding the final boss)
High damage, low healing: This sort of balance makes combat quite lethal, and something you may want to avoid or win as quickly as possible. Using spells and other abilities to prevent damage becomes important here. It's interesting to note that many of the games that fit this category have exceptions (Heal in AD&D, MADI in Wizardry, Restoration in Bard's Tale). Personally, I dislike this sort of balance because it makes in-battle healing essentially useless. Examples: AD&D (and CRPGs based off it), Wizardry 1-7, Final Fantasy 1 (pre-GBA), 2, and 3 (original), Might and Magic series.
High damage, high healing: This sort of balance, IMO, leads to the most exciting gameplay. An enemy can take you down to low HP quickly, but you can also heal those HP rather easily. It is in this sort of game that, for example, a spell that fully heals the entire party doesn't seem to be game-breakingly powerful; if you're not careful, a character could be killed in a single round. Healing becomes an integral part of the gameplay in this sort of game. Examples: Etrian Odyssey series, Shin Megami Tensei series (at least Nocturne), Elminage Gothic (once you reach a decent level).
There are a few other factors that affect the gameplay, like how common and powerful resurrection and multi-target healing are. In terms of multi-target healing, a weak but cheap (or free) multi-target heal feels different from a powerful one. (One example of the former is the Heal Staff in the first Final Fantasy; doesn't heal much, but heals the whole party and costs nothing.) Weak but free MT heals create a situation where it's best to try to get enemies to spread out the damage rather than focusing on one character (in other words, they discourage having a single designated tank character) and encourage rotating your party members' positions to spread the damage out.
What are your thoughts on this? Which sort of balance do you prefer?
For the purpose of this topic, any game where the player can avoid all damage through pure skill I am not considering to be an RPG. It is acceptable if damage can be avoided through strategy, for example by becoming immune or disabling the enemies, but I am not counting games where you can simply dodge all attacks. (One consequence of this definition: the Mario and Luigi games fail to be RPGs under this definition.)
Anyway, we can look at the main cases, and how they make an RPG feel:
Low damage, low healing: In this game, often your HP determine how long you can last in a dungeon. Healing can get annoying in games of this type, though if the healing is cheap, it may be a necessary evil. (This is the exact sort of game that would benefit from a "auto-cast healing" menu command, as found in later Dragon Quest games, for example.) Personally, I find this combination to be the least interesting and the one involving the most busywork (at least until an exception to the low healing becomes available). Example: Ultima 3; at high levels, the fastest way to heal is to go into a dungeon and drink from a fountain there.
Low damage, high healing: If healing is cheap, the game can become too easy. If healing is expensive, you have an interesting dynamic here; dungeons become a test of endurance, but you don't have to cast tons of spells to get your health back, and in-battle healing is a viable strategy. Examples: Arcana, Paladin's Quest (excluding the final boss)
High damage, low healing: This sort of balance makes combat quite lethal, and something you may want to avoid or win as quickly as possible. Using spells and other abilities to prevent damage becomes important here. It's interesting to note that many of the games that fit this category have exceptions (Heal in AD&D, MADI in Wizardry, Restoration in Bard's Tale). Personally, I dislike this sort of balance because it makes in-battle healing essentially useless. Examples: AD&D (and CRPGs based off it), Wizardry 1-7, Final Fantasy 1 (pre-GBA), 2, and 3 (original), Might and Magic series.
High damage, high healing: This sort of balance, IMO, leads to the most exciting gameplay. An enemy can take you down to low HP quickly, but you can also heal those HP rather easily. It is in this sort of game that, for example, a spell that fully heals the entire party doesn't seem to be game-breakingly powerful; if you're not careful, a character could be killed in a single round. Healing becomes an integral part of the gameplay in this sort of game. Examples: Etrian Odyssey series, Shin Megami Tensei series (at least Nocturne), Elminage Gothic (once you reach a decent level).
There are a few other factors that affect the gameplay, like how common and powerful resurrection and multi-target healing are. In terms of multi-target healing, a weak but cheap (or free) multi-target heal feels different from a powerful one. (One example of the former is the Heal Staff in the first Final Fantasy; doesn't heal much, but heals the whole party and costs nothing.) Weak but free MT heals create a situation where it's best to try to get enemies to spread out the damage rather than focusing on one character (in other words, they discourage having a single designated tank character) and encourage rotating your party members' positions to spread the damage out.
What are your thoughts on this? Which sort of balance do you prefer?