Posted February 24, 2022
Edit: Title should be "Thoughts on resting in RPGs". Unfortunately, I can't change the title (and I only just noticed it now).
In many RPGs and games with similar resource mechanics, often the player character and their party will need to rest to recover resources. This, then, leads to the need to rest.
There's multiple approaches to this that I've seen:
* In JRPGs, typically you rest at the inn in towns, though sometimes save points in dungeons allow you to rest (or have the same effect that resting does). Generally, this means that you can't rest after every battle, as resting would mean finding your way back to the last town (or teleporting there, if the game allows), going to the inn, then walking back to where you were.
* WRPGs, on the other hand, tend to allow you to rest in the wilderness and dungeons (often not towns, for some reason, which I find to be quite annoying). This can allow you to rest after every battle, unless there's some meaningful limiting factor (like the need to have rations, or some sort of corruption mechanic).
* There's still a few games that take the approach of making resting unnecessary (or only occasionally necessary), either by refilling your resources after every fight (see later SaGa games or The Alliance Alive), having resources regenerate (seen in later Elder Scrolls games), or simply not having resources that need to be managed (see Costume Quest).
So, how do you prefer resting to be handled, and what aspects of resting do you like/dislike? Any particular implementations that do things well or horribly?
In many RPGs and games with similar resource mechanics, often the player character and their party will need to rest to recover resources. This, then, leads to the need to rest.
There's multiple approaches to this that I've seen:
* In JRPGs, typically you rest at the inn in towns, though sometimes save points in dungeons allow you to rest (or have the same effect that resting does). Generally, this means that you can't rest after every battle, as resting would mean finding your way back to the last town (or teleporting there, if the game allows), going to the inn, then walking back to where you were.
* WRPGs, on the other hand, tend to allow you to rest in the wilderness and dungeons (often not towns, for some reason, which I find to be quite annoying). This can allow you to rest after every battle, unless there's some meaningful limiting factor (like the need to have rations, or some sort of corruption mechanic).
* There's still a few games that take the approach of making resting unnecessary (or only occasionally necessary), either by refilling your resources after every fight (see later SaGa games or The Alliance Alive), having resources regenerate (seen in later Elder Scrolls games), or simply not having resources that need to be managed (see Costume Quest).
So, how do you prefer resting to be handled, and what aspects of resting do you like/dislike? Any particular implementations that do things well or horribly?
Post edited February 24, 2022 by dtgreene