dtgreene: Thing is, in battles, damage numbers are a way to see what's going on, and when you take those away, it becomes not so easy.
In Final Fantasy 4, the fact that Meteor (a powerful spell that would normally not appear until the end, but which happens to appear in a mid-game cutscene, as well as on the spell list of a character who doesn't have enough MP to cast it) is shown to deal 9,999 damage in a mid-game cutscene really does emphasize how powerful that plot-critical spell is, especially compared to the much lower numbers seen earlier in the cutscene, or the damage numbers you've been seeing during normal gameplay.
I just remembered an interesting case, in Dragon Quest 6's secret ending. There's a fight between two powerful creatures, and while damage numbers aren't shown, there's one point where an attack is said to deal 9,999 damage. For those familiar with DQ games (particularly 7 and earlier, before the tension mechanic showed up to allow a character to do massive damage after spending turns psyching up), that is an *absurd* amount of damage. The most I've done in DQ6 is a bit over 3,000 damage, and I believe that involved the most powerful recruitable monster with multiple boosts, including the one that is a predecessor to psyching up; in more reasonable situations, attacks, even late game, do only a few hundered at *most*. Even the most powerful non-physical skill (if you don't count the one that takes all MP in a game that doesn't have any powerful MP restoring items) only hits for around 400.
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Tokyo_Bunny_8990: I disagree. You can extrapolate what is happening even if numbers dont show up. If the cinematic is good or just from the outcome, you can see if a strike is supposed to be deadly without numbers showing. If you watch a movie, you dont need to have numbers to show up to tell if the good guy or bad guy is winning and how deadly any specific attack was. Numbers popping up tends to be rare and also ruins the cinematic if you are watching a cutscene.
When it comes to similar attacks doing more damage in cutscenes vs in game, there is the trope of cutscene competence/incompetence where attacks in cutscenes are very different compared to their game counterparts. Thats just a nature of storytelling in the video game medium and is not a big issue imo.
Thing is, a battle is *significantly* less interesting to watch without damage numbers.
Also, how would you translate something that would be shown as an attack doing absurd damage and *not* killing its target?
If something is to be cinematic, it should be a movie, not an RPG with combat mechanics.
Cavalary: Do they really need so much more HP for that though? How about mixing it with high defenses that make them take little damage when they are hit, and evasion that makes it hard to hit them in the first place, and/or regeneration that means that the effective damage is what you manage to deal per unit of time above how much they regenerate?
Just piling more HP is the cheap and easy way out.
Yeah, you're referring to
redenomination. Over here it happened in 2005, 1 "new" Leu = 10000 "old" Lei, both being accepted in parallel for a time, and as the old ones got to banks they were withdrawn from circulation and replaced with new ones.
Carradice: This concept of redenominaton might help also if the game designer really really want gigantic numbers of hp and damage. The interface can help. Just like, imagine that regular damage appears in white, but then you have blue, red, etc. Imagine you have then bronze, silver and golden damage. Like, n bronze damage means n millions/trillions/whatever, but silver is showing the exponent of the damage in exponential notation. And golden shows, say, the exponent of the exponent of the damage, in exponential notation.
Not a fan of these high numbers in rpg, but if someone really wants that, this could be a way to show an evolution, by allowing the interface to make it clearer. So high numbers are there, just they are not shown to the player raw.
Using color as the only differentiating factor is not a good idea because:
* Some people are colorblind, and may not be able to tell the difference between colors, or might have to look closely, which doesn't work when the numbers disappear quickly.
* The display the player is using can also be an issue; not every TV/monitor is good at differentiating certain pairs of colors.