Posted February 25, 2022
This is something cRPGs need to explore more and consider borrowing more from ttRPGs. You simply can't rest because you have a goal and there's a time limit. If you take time to rest, the villain would get away with what they are trying. While it's really tough (AKA, likely impossible) to model "villain wins, progress anyway" in a video game, you can model it such that resting is prohibited during important sequences.
Note: I'm NOT saying at all to make the sequence actually timed. That's trash. Just do a check-point save before the time-limited [as in in-game-world timed, not real-world-timed] segment starts, there's no resting during it, and, if you fail during it, you restart at that check point [or at your last manual save, which likely should include the checkpoint before inside to prevent softlocks].
I realize this isn't novel -- some games have things like this. Most jRPGs, at least in the SNES era, sort of did this with their "this whole dungeon has no save points, you have to do it in one bit".
I enjoy "resource management" elements in games, and excessive resource regen breaks that. Having too little recovery does as well. Make sure the dungeon isn't toooo long that you have to add restoration points in it, and certainly don't always include one right before the boss.
When time and safety are no object -- like most games' overworld traveling -- healing should just be "full up after every battle" in most cases.
Other topics in here:
* I don't like" things like "walk HP/MP up" or pure time-based regen. They're not ever fun.
* I'm ok with mid-sequence/mid-dungeon recovery that is plot-based (e.g., "[skippable] cutscene shows something, safe rest occurs this once")
* dtgreene previously had us discuss "Should you recover when you level up?" and we had very mixed opinions. I'm generally on the "only gain what's new for that level, don't fully recover" side.
Note: I'm NOT saying at all to make the sequence actually timed. That's trash. Just do a check-point save before the time-limited [as in in-game-world timed, not real-world-timed] segment starts, there's no resting during it, and, if you fail during it, you restart at that check point [or at your last manual save, which likely should include the checkpoint before inside to prevent softlocks].
I realize this isn't novel -- some games have things like this. Most jRPGs, at least in the SNES era, sort of did this with their "this whole dungeon has no save points, you have to do it in one bit".
I enjoy "resource management" elements in games, and excessive resource regen breaks that. Having too little recovery does as well. Make sure the dungeon isn't toooo long that you have to add restoration points in it, and certainly don't always include one right before the boss.
When time and safety are no object -- like most games' overworld traveling -- healing should just be "full up after every battle" in most cases.
Other topics in here:
* I don't like" things like "walk HP/MP up" or pure time-based regen. They're not ever fun.
* I'm ok with mid-sequence/mid-dungeon recovery that is plot-based (e.g., "[skippable] cutscene shows something, safe rest occurs this once")
* dtgreene previously had us discuss "Should you recover when you level up?" and we had very mixed opinions. I'm generally on the "only gain what's new for that level, don't fully recover" side.
Post edited February 25, 2022 by mqstout