View Full Version : Fusion: Fighting Games and RPG's...would it even work?
Riot.EXE
02-09-2007, 09:38 AM
Had this crazy idea for a fighting system in an RPG...basically, the battles play out like a Fighting game...but being that I've played so many fighters in my life, I dunno what would genuinely work as an engine...more importantly, if such a thing is even possible, plausable, and/or acceptable...
No...I'm not setting out to make a game of my own or anything...just wondering if any of you thought of somethin' similar, and if you think it would be cool if it happened or not...
http://en.wikipedia.org/wiki/Dungeon_%26_Fighter
Buktooth
02-09-2007, 10:20 AM
the namco 'tales' series of games is probably the closest thing, but that's more like a beat em up
i personally don't think it would work well, because rpgs flow way better with really quick battles. having a fighting game engine for battles seems to run contradictory to that
also, imo nothing but 1 on 1 battles might get kind of stale
i think if you want to take this route, the best way to do it would be to add more rpg elements to a game like guardian heroes: no 'battle scene' transitions, exp bonuses for combos, lots of enemies on the screen etc
rogueyoshi
02-09-2007, 10:22 AM
Had this crazy idea for a fighting system in an RPG...basically, the battles play out like a Fighting game...but being that I've played so many fighters in my life, I dunno what would genuinely work as an engine...more importantly, if such a thing is even possible, plausable, and/or acceptable...
No...I'm not setting out to make a game of my own or anything...just wondering if any of you thought of somethin' similar, and if you think it would be cool if it happened or not...
battle fantasia comes to mind.
the namco 'tales' series of games is probably the closest thing, but that's more like a beat em up
i personally don't think it would work well, because rpgs flow way better with really quick battles. having a fighting game engine for battles seems to run contradictory to that
also, imo nothing but 1 on 1 battles might get kind of stale
i think if you want to take this route, the best way to do it would be to add more rpg elements to a game like guardian heroes: no 'battle scene' transitions, exp bonuses for combos, lots of enemies on the screen etc
repped for reppin tales :)
sirblew
02-09-2007, 10:32 AM
Mortal Kombat: Shaolin Monks is RPG-like. A fantastic game too! If you've never played it I recommend checking it out.
Lantis
02-09-2007, 10:49 AM
Ehrgeiz tells me....no.
And Tuff E Nuff sorta had a system like that (with moves being "leveled up" after every match), but that didn't turn out so well, either.
CyberAkuma
02-09-2007, 11:33 AM
i personally don't think it would work well, because rpgs flow way better with really quick battles. having a fighting game engine for battles seems to run contradictory to that
Really quick battles? Prior to FFXII, the majority of the battles in most rpgs in the FF series and many others usually take upwards of several minutes; even Tales isn't immune to having some pretty epic fights when they want to. Not to mention boss fights that take severely longer, and overly cinematic summons/spells that drive up the battle time even more...
And as long as fights in RPGs usually boil down to move anticipation, using your advantages (with respect to a number of factors) and knowing how to use certain characters in given situations, then yeah, I think there's plenty of room left for fighting games and RPGs to meld even more. Hell, even Paper Mario 2 had a sort of "Just Defend" and "Parry System"... :lol:
also, imo nothing but 1 on 1 battles might get kind of stale
That depends on how they utilize it, in my opinion. Ever play that Sega Saturn classic, "Princess Crown" (also available on PSP)? If you haven't go look up some vids on Youtube, it's a really fun and charming game. If it entices you, then be on the lookout for the "sequel", Odin Sphere, which is expected to hit the PS2 some time later this year. :wgrin:
i think if you want to take this route, the best way to do it would be to add more rpg elements to a game like guardian heroes: no 'battle scene' transitions, exp bonuses for combos, lots of enemies on the screen etc
Guardian Heroes definitely was great take. A pity that, besides "spiritual successors" through the likes of Bleach DS, this gameplay style hasn't really taken off as much as I would've liked. And even in the case of Bleach DS, it doesn't do much more beyond what GH originally introduced, sans add in a rather throw-away-able "Card System" which many don't use any way.
Ah well...maybe Banpresto and Dimps' new DS thing, "Draglade" may be able to bring something new to the table. It already looks to be trying to combine a fighting game with faux-RPG aspects, as well as, of all things, a rhythm-based mechanic not unlike Bemani games...
altergenesis
02-09-2007, 12:44 PM
Action RPGs are the closest you're going to get. I would also believe that programming an AI to fight you as it would in a fighting game would be very tedious. (Espcially since there a lot of different types of enemies.) Tales, Star Ocean 3, Rogue Galaxy, they all work out.
plasmakill
02-09-2007, 12:56 PM
Quest mode in Tobal 2 ftw.
battle fantasia :confused:
1/2Man1/2God
02-09-2007, 01:41 PM
Namco X Capcom.....
Grimspoon
02-09-2007, 02:50 PM
Virtua Quest?
http://cube.ign.com/articles/577/577383p1.html
NoPityFTMajorit
02-09-2007, 05:37 PM
How about, uh, Hybrid Heaven on the 64? If you haven't tried it (most people overlooked it in favor of the shooters like Bond or something else), you can probably find it for like 5 bucks in your local game store. Picture Chrono Trigger mixed with a simple fighting game.
1/2Man1/2God
02-09-2007, 05:38 PM
Xenogears and Legend of Legaia...
PsychoSquall
02-09-2007, 05:40 PM
Quest mode in Tobal 2 ftw.
I can't believe I had forgotten about that.... yes
One of the coolest things about Final Fantasy 6(3 on the snes) was Sabin's Blitz moves, how they were SF move commands.
Silent Shinobi
02-09-2007, 05:49 PM
How about, uh, Hybrid Heaven on the 64? If you haven't tried it (most people overlooked it in favor of the shooters like Bond or something else), you can probably find it for like 5 bucks in your local game store. Picture Chrono Trigger mixed with a simple fighting game.
Last time I played it, it was horrible. He never used the gun in a fight....
Bounce
02-09-2007, 06:11 PM
play river city ransom
have a nice day
plasmakill
02-09-2007, 06:32 PM
I can't believe I had forgotten about that.... yes
One of the coolest things about Final Fantasy 6(3 on the snes) was Sabin's Blitz moves, how they were SF move commands.
Hell yeah, I was blown away by sabins shit. Juts another reason why FFVI is the greatest.
play river city ransom
have a nice day
Winner, the 8 bit bandit is no joke.
Riot.EXE
02-09-2007, 11:50 PM
well it wouldn't have to be 1 on 1...you could have tag teams and shit, since you would be dealing with a party...items could be utilized in a fashion similar to the gems in Marvel Super Heroes (healing on knockdown, for instance)...supers would be summons (if thats the route you wanted to go, but that would slow down the fight...maybe a stand like system...like in JoJo?)
and I'd rather deal with boss battles that way than worrying about whether or not the hits will miss by chance...I'd rather them miss because I fucked up...(hence why my most recent enjoyable RPG experience was Shin Megami Tensei: Nocturne...when things didn't go right, it was my fault, and my fault alone) plus...maybe fighting important characters would unlock them in a purely fighter side game...and think about it...Fighters definitely need to up their reputation by having a storyline that works with the format, other than using a tournament...this way you might actually give a shit about the characters on a deeper level than "He's top tier because I can SA3 and rushdown all day"
more importantly...there's reason to level up and buy items and whatnot...imagine vs modes with other players builds...interchangable specials or something...I think theres a lot that can be done with this...
and for all the name drops...Tales series, and the like are more beat-em-up than fighter...I'm talkin' some straight up SF/KoF/whatever shit right here, you know? Good insight you all are providing though...thanks
King9999
02-10-2007, 07:03 PM
Valkyrie Profile and its sequel have a lot of fighting game elements (VP2 even lets you perform OTG combos and wall combos).
Ki Shima
02-10-2007, 08:04 PM
namco are planing/making a soul calibur online RPG, obviously it would lock on like the zelda series does n will be like ur playing a huge soul game.
i keep saying this for fuck sake does nobody believe me or summit :wtf:
P.s fuck hybrid heaven :rofl: that game got switched off swiftly
complexz
02-10-2007, 08:22 PM
nobody mentioning shenmue?
no RPG 'ish game is more fighter like than shenmue...like it or not
Darkstalker
02-10-2007, 09:11 PM
nobody mentioning shenmue?
no RPG 'ish game is more fighter like than shenmue...like it or not
Weren't Shenmue's action filled with timed button presses and the like? That's not really fighter like...
Hydra632
02-10-2007, 09:44 PM
No, there was the QTE's and regular fighting game styled combat. Shit was too good. Fuck you sega for not bringing out part 3 :(
Kamui
02-11-2007, 01:48 AM
It depends on the format. 1 player fighting game/RPG hybrids work ok, but they tend to be more like beat-em ups like Buktooth mentioned. Guardian Heroes and the Tales games both used the idea well enough to work overall.
In the case of 1 on 1 fighters, a game called Battle Tycoon on the Super Famicom pioneered RPG style level ups and equipment in a fighting game format. When the RPG stats are left out of the equation, the gameplay competitively was actually 'not terrible' considering how old the game was. When the RPG stats came into play, overbearing balance issues obviously came up, making the competitive aspects a mess.
It's an idea that works well in a 1 player game (or co-op), but falls apart when multiple players are pitted against each other. The entire idea behind the level up in RPGs was a means of emulating personal growth in a digital format. Since the appeal of competitive fighting games is personal strategic growth, a level up system isn't necessary and may even override that with a weaker form of growth (time spent farming).
pherai
02-11-2007, 04:14 AM
I haven't read the responses, but it just seems like a specific battle system to a RPG. You can't really fuse them because one of them defeats the purpose of the other one. RPG's are generally one player, non competitive, and fighting games are solely competitive, without any leveling up or anything.
Ki Shima
02-11-2007, 10:51 AM
:bluu:
huxley is a shooting type unreal/rpg. that doesnt have lazy stats, but leveling up gives u a wider range of weapons instead.
they can do this with fighters, searching for new techniques like shenmue.
it really isnt that mind numbing, just abit hard to make.
it could have focus (lock on), with sc's battling or shenmues.
a modified urban reign could be brilliant.
leveling up is an old philosophy that should only be for single player games imo, multiplayer is the future
Wellman
02-11-2007, 02:44 PM
I think that online fighting game Kwon Something: Fist of Heroes (I think) or other has a sort of leveling system where you learn new moves and such.
As for a fighting game engine working as a battle engine in a RPG, it can be done but it would more likely to have it be an adventure or Action/RPG. Personally, I wouldn't mind fighting games where you can level up/customize your fighters, but RPGs where all the battles are one on one would either be really short or get old really quickly.
Henaki
02-11-2007, 09:38 PM
no i dont see how a fighter system could work like that. most rpg like elements are already in fighters, presented differently (attack power, defense power, speed), the only possible way to implement rpg elements would be leveling up (unintuitive in most cases, and even if it is used properly, its been used to good effect in other fighting games), items (actually possible), or by the time its a "fighting game/rpg hybrid" you might as well be playing guild wars or defense of the ancients.
Captain Ryu
02-12-2007, 11:54 AM
^ it sucks balls.
If you're talking about kwon ho that shit is hot fire.
Shibuya
02-12-2007, 02:15 PM
....they did a samarai showdown rpg.....but besides that i seen a few rpgs of DBZ....i think a fighting rpg would be great cause it would go deeper into the story line.....i think KOF would be the best if they made more possible.....make it like a suikoden where you can customize ur party!!!!
1/2Man1/2God
02-12-2007, 02:17 PM
If you're talking about kwon ho that shit is hot fire.
truth.com
Wellman
02-12-2007, 02:47 PM
In my own idea of a leveling system in a fighting game, it would be a customizing feature system.
You would have each character have base attack strength, defense, speed and the various standard attacks, specials, supers etc. The player is able least eight or ten levels (sort of like belt rankings) available to level up into, along with the ability to add or rearrange points to one or two of the character’s statistical powers. Leveling up could also give the player the ability to moves with more powerful or just different variations of the same move. An example being able to change Sean’s down mk into something else or being able to choose any version of K’ Heat Drive at certain levels. The player could also be given the ability to choose different super meter systems for his or her character.
Experience could be gained based on vs. wins and performance, with the performance grade determining what number of bonuses the player could get. If implemented carefully it might not even be broken and I could just imagine a SF game with a similar system.
aa_overmind
02-12-2007, 03:53 PM
Warzard
Riot.EXE
02-12-2007, 10:26 PM
It depends on the format. 1 player fighting game/RPG hybrids work ok, but they tend to be more like beat-em ups like Buktooth mentioned. Guardian Heroes and the Tales games both used the idea well enough to work overall.
In the case of 1 on 1 fighters, a game called Battle Tycoon on the Super Famicom pioneered RPG style level ups and equipment in a fighting game format. When the RPG stats are left out of the equation, the gameplay competitively was actually 'not terrible' considering how old the game was. When the RPG stats came into play, overbearing balance issues obviously came up, making the competitive aspects a mess.
It's an idea that works well in a 1 player game (or co-op), but falls apart when multiple players are pitted against each other. The entire idea behind the level up in RPGs was a means of emulating personal growth in a digital format. Since the appeal of competitive fighting games is personal strategic growth, a level up system isn't necessary and may even override that with a weaker form of growth (time spent farming).
well you fix the "stats" issue in terms of multiplayer by doing this: Eliminating them completely...kinda like how in CVS2, when you do the 3 on 3 mode, everyone is Ratio 2...you seperate the shit so that it DOES work.
if you wanted to keep something...maybe interchangeable moves for the characters (special moves = skills/spells) Its not impossible...but there could be another balance issue in the form of a cast too large for its own good, in which you get 1 of 2 things...
1 - only a handful of characters are actually useful, while the rest are merely filler (a la MVC2)
2 - The entire cast represents like...5 or 6 fighting styles, their only differences being stats (like Urban Reign, or to a lesser extent, Def Jam: Fight For New York...more of a wrestling game, but the point still stands)
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