Heya, a friend and I are working on our first game, based on an already existing world. Unfortunately I'm having trouble resolving one of the rules of that world with RPG-style gameplay. This wasn't so much of a problem when we were planning something more visual novel-ish with minimal combat, but we're doing a short side-story first with a lot more combat and now this needs to be resolved. So I'm wondering what you would think of this.
Context first...
The RULE - magic is dangerous. It upsets reality, and can cause terrible accidents. So should someone screw up in the act of casting magic, due to haste, fury, exhaustion or just carelessness, they 'overload' and are banished to a dead alternate dimension called the Hollow. In the past this meant certain death. These days the emergency services can lead rescue expeditions into the Hollow to bring back anyone trapped, but the survival rate is still not high at all.
This rule is non-negotiable. It's the backbone of the plot of the game, in many ways. But it conflicts with mages throwing around fireballs in heated combat, because you'd think that would lead to someone overloading at some point.
So here's my idea...
Characters have MP as usual, and spells cost MP. However characters can continue to cast spells even if they do not have the MP for it.
This would bring them into negative MP. And when you are in negative MP, each time you cast a spell, there is a chance to overload based on how far into -MP you are.
MAYBE: This will be displayed as a % chance instead of the MP cost in the menu. Currently thinking it's simply 0% at 0MP, and 100% at -MaxMP.
MAYBE: The party gets one "near miss" per battle, where an overload will be averted.
MAYBE: Certain status effects increase or decrease the chance of overload.
If a character does overload, it's instant game over. The story does not support mounting a rescue, it's just not possible, and the story cannot continue without all the characters.
PROBABLY: If a character overloads, the player is given the choice to load a save or immediately restart the battle.
I would mostly likely attempt to balance the game around characters never needing to overspend their MP.
Instant game overs are kind of a crummy mechanic, but I can't think of any other way it could work. I really do want overloading to be a part of combat, or it won't make sense to me, but I don't want to be overly punishing toward the player.
Do you think this gives the player enough chances to avoid overload?
Does it sound like something players might risk taking a chance on, if they're in a tough spot?
Thanks.
Context first...
The RULE - magic is dangerous. It upsets reality, and can cause terrible accidents. So should someone screw up in the act of casting magic, due to haste, fury, exhaustion or just carelessness, they 'overload' and are banished to a dead alternate dimension called the Hollow. In the past this meant certain death. These days the emergency services can lead rescue expeditions into the Hollow to bring back anyone trapped, but the survival rate is still not high at all.
This rule is non-negotiable. It's the backbone of the plot of the game, in many ways. But it conflicts with mages throwing around fireballs in heated combat, because you'd think that would lead to someone overloading at some point.
So here's my idea...
Characters have MP as usual, and spells cost MP. However characters can continue to cast spells even if they do not have the MP for it.
This would bring them into negative MP. And when you are in negative MP, each time you cast a spell, there is a chance to overload based on how far into -MP you are.
MAYBE: This will be displayed as a % chance instead of the MP cost in the menu. Currently thinking it's simply 0% at 0MP, and 100% at -MaxMP.
MAYBE: The party gets one "near miss" per battle, where an overload will be averted.
MAYBE: Certain status effects increase or decrease the chance of overload.
If a character does overload, it's instant game over. The story does not support mounting a rescue, it's just not possible, and the story cannot continue without all the characters.
PROBABLY: If a character overloads, the player is given the choice to load a save or immediately restart the battle.
I would mostly likely attempt to balance the game around characters never needing to overspend their MP.
Instant game overs are kind of a crummy mechanic, but I can't think of any other way it could work. I really do want overloading to be a part of combat, or it won't make sense to me, but I don't want to be overly punishing toward the player.
Do you think this gives the player enough chances to avoid overload?
Does it sound like something players might risk taking a chance on, if they're in a tough spot?
Thanks.
I feel like systems like this can lead to a lot of "save scumming", the act of reloading a save file until a favorable outcome is achieved. This is usually fixed by having save points rather than save from anywhere though you would still have to strategically place the save points because if you put one a stones throw away from a boss battle then it was done for naught.
The system will punish the player correctly if you do use save points, either it can be abused with save scumming.