So I'm currently aiming to develop a game with turn-based combat vaguely similar to the classic Final Fantasy games; in my current design, the battles themselves will be very quick, usually not taking more than 2 - 5 minutes (depending on the player, naturally), but there will probably be a LOT of them. So, my question is, in a general sense, what's the science between making sure the same basic combat flow doesn't start to get old, as much as possible? Do you keep adding new mechanics, force them to change tactics often, perfect the player feedback effects, etc?
Two to five minutes for a single battle is actually a really long time. Most turn-based combats in games take seconds, not minutes, to complete and that's on purpose - it helps keep the combat flow from getting old. I suggest you do some more technical research on your subject. I suspect you'll find your results surprising. Here's what I mean.
What I think you should do is record yourself while you play through each fight in some of the turn-based combat games you think have good flowing combat (e.g. Final Fantasy 6, Chrono Trigger, Expedition 33, whatever) using capture software like OBS studio or even just with your phone while playing on your console. When you're finished, write down how long the fight took from beginning to end. Write down how many actions you took and choices you made. Write down how often the enemies got a chance to attack and what they did. Write down how much damage you dealt and how much you took. Write down as much as you can about the numbers, the timing, and what happened. Break the entire combat encounter down as systematically as you can. Repeat this process for several battles so you have data across multiple fights for multiple games. How does a boss battle differ from a regular battle? Does a scripted battle differ from a boss battle? Analyze them too. Write this all down and then look for commonalities across the different types of battles and games.
Repeat this process for games that don't feel as good, where it started to get old for you. Record all those data, then start comparing. How are the less good fights? What's the time per battle differential? Are you making similar choices or different ones? Try to figure out what technically makes it feel "old".
This is actual video game design research. You need real data to make your comparisons, not just some vague ideas about how things work. You need real numbers to model your own systems after, not just assumptions. Take the games you're researching and actually break them down with real data, and then use that real data to draw your conclusions. The results may surprise you.
[Join us on Discord] and/or [Support us on Patreon]
This is a design insight, and I think it’s one that’s applicable to TTRPGs.
Some Dark Souls bosses (a lot of people’s favourites), essentially have three methods by which you can beat them:
1. Skill |Just outright pracice and precision letting you take a small enough amount of damage to survive while dealing a large enough amount of damage to kill.
2. Strength | Whether through stats or a power solution (either being 10 levels high enough or using a damage type the boss is weak to).
3. Solution | You “Solve” the combat before it begins, either through an item that trivialises the fight or a puzzle that outright bypasses it.
These “Three S’s.” can of course mix and match, and I think the Eldemonsoulsbornekiro games (sorry) lean on Strength as a primary pillar, Skill as a close second, and Solution as a surprise tool they occasionally pull out, but I was considering how these principles could and could not be applied to TTRPGs. So... Do they?
First, they require some adaptation. TTRPGs don’t have the bounding boxes that video games do, nor do they maintain as much of a balance between elements like player skill and character build. What adjustments do we need to make?
Well, while Skill certainly continues to exist in the TTRPG space, dice luck can have a very large dilutive effect on one’s ability to express Skill. Skill also, I’d argue, has much more of a direct impact on “Strength” in TTRPGs than it does in video games. Building a character here has, again, weaker bounding boxes than a preprogrammed game.
Strength can vary wildly depending on the style of the TTRPG, but regardless of the chosen book table play tends to be farther away from insurmountable/trivial encounters than video games due to GM tailoring. If you’re in an encounter, there’s typically both an expectation for you to engage with it and knowledge that it won’t waste your time.
And Solution is interesting. Depending on the GM or the story scenario, this may be all but impossible. But it might also be the primary focus of your game. Every fight you take meant to be solved, every combat a puzzle. Also typically, the higher allowance for Solution expression, the more Skill expression has space to shine. After all, someone’s gotta find those solutions!
With weaker availability for Skill expression, a usually tighter box on Strength expression, and Such a wild variation in Solution expression, what kinds of incentives and rewards can we now build into our campaigns?
- We can build in Power rewards for their Skill in character creation.
- We can prompt Skill growth by facing our parties with difficult tasks they can still achieve.
- We can create narrative or prompt creative focus and reward Skill by putting all of our eggs into the Solution basket, waiting for our parties to “Figure it out.”.
- We can create a feeling of immense resistance (or outright despair) by using combats that require more Strength.
...and more! Balancing encouragement and reward between these three pillars to create your style of encounter, I would say, covers just about every design you’ll ever field.
Think about the Three S’s next time you’re building an encounter! Hopefully this can provide a solid framework for your next brainstorm.
One more Diablo thing, then we'll move on. I promise. 😊
While I left Blizzard in early 2020 prior to Diablo IV's launch, I was involved heavily with the announcement plans and reveal at BlizzCon 2019. That was a cathartic triumph of an experience for me—members of the community can tell you I was crying in the audience when the trailer played, because I'd been holding this secret in for so long.
At this stage, I was pretty much the only North American community manager dedicated to Diablo, handling D3, Immortal, and now D4 communications (I did work with a kickass social media manager, though, so I wasn't totally alone). We were in the process of hiring a new manager above me, which was all well and good; I really didn't want to be a manager (and still don't) because I enjoy writing and creating.
I wrote pretty much every article covering Diablo IV on reveal day (and for the whole of BlizzCon 2019), in addition to managing all our influencer activations onsite, posting on social live from the event, and generally ensuring Diablo stuff was running smoothly each day of the event. If I didn't pause to say hi to you, that was why. 😅 Probably the biggest, busiest BlizzCon I was ever involved in.
This and all the other blogs around that time are preserved by the Wayback Machine - I picked this one because it had the best performance out of all our blogs. People really enjoy details, after all.
Warning: this is a very long one under the cut; if you're playing Diablo IV right now, how has the game changed since reveal?
*****
Diablo IV Feature Overview
We know you’re all eager to learn as much about Diablo IV as possible, and we’re incredibly excited to share everything with you! To get you started, we’re taking a comprehensive look over the features and details we’re sharing at BlizzCon 2019 and answering a few of the most common questions you undoubtedly have about the next mainline entry in the Diablo franchise.
*****
The Classes of Diablo IV
At launch, Diablo IV will have five unique character classes, each bringing its own distinct mechanics that embodies their respective fantasy. Today, let’s talk about the first three we’re bringing to life: the Barbarian, the Sorceress, and the Druid.
Barbarian
A brutal, physical warrior, the Barbarian roams around the battlefield constantly, dishing heavy damage and wielding an array of powerful weapons with ease. With the Arsenal system, Barbarians can swap between different types of weapons, such as from a heavy two-handed mace to a pair of sharp, agile hand axes, depending on the situation, skill, and your player needs.
Barbarians will be able to haul around four total weapons and swap between them dynamically at any time. You’ll also be able to assign specific weapons to different skills, allowing advanced players even greater depths of customization.
Sorceress
Harnessing potent elemental powers, the Sorceress is brimming with all your favorite flavors of magic. Fragile but destructive, this high-risk, high-reward hero weaves between Fire, Cold, and Lightning. Her mastery of magic is an iconic and indelible part of the Diablo power fantasy, and we’ve only continued to build upon this sturdy foundation.
You’ll be able to control and dominate enemies with a new Chilling mechanic. The more Cold damage you deal, the more foes will be slowed, frozen, and eventually shattered by your attacks.
Druid
The master of shapeshifting makes his triumphant return to Sanctuary! Seamlessly changing forms from human to Werebear to Werewolf, his command over earth and storm magic is second to none.
Different skills utilize different forms, and entirely new skills like Cataclysm will annihilate hordes of enemies with the unbridled fury of nature itself. Storm magic persists on the battlefield, so you’ll be able to unleash torrents of lightning, wind, and rain before shifting forms to ravage foes.
*****
Skill Points & Talent Trees
Diablo IV will feature permanent character progression as well as personal customization. To accomplish this, we’re reintroducing both Skill Points and Talent Trees.
Skill Points will be earned by leveling up as well as by hunting down rare tomes out in the world. You can choose to spend Skill Points as you go, save them up to invest more heavily in skills that are unlocked at higher levels, spread them out between multiple skills, or focus on your favorites to make them more powerful.
Each class also has a dedicated Talent Tree for further character customization, though your choices may come at a cost. For example, the Sorceress concentrate on skills that emphasize mobility or Lightning damage while passing up more powerful Cold powers in the process. The Druid might choose to become a tanky melee combatant by investing in Werebear talents, though this doesn’t prevent him from using his Werewolf or Caster skills; they’ll just be less optimized. Where you want to specialize is up to you, and your Talent investments will reflect these decisions.
Talents get more powerful the further down the tree you travel, so make sure you’re choosing wisely as you grow!
*****
Open World & Multiplayer Gameplay
Unlike previous Diablo games, Diablo IV is fully open world. This means you can explore any of the five distinct regions in any order, at any time, and travel seamlessly between them. Sanctuary will become a living, breathing place to explore and plunder. With introductions like monster ecologies tied to regions, a shared player world with public events, and town points of interest that act as social hubs, Diablo IV will feel a little less lonely (though no less bleak).
The distinctive regions we’re introducing are connected contiguously, for streamlined adventuring from area to area with no loading interruptions.
Scosglen
Home to the Druids, this verdant and rainy land is heavily forested and borders the coast. Werewolves lurk in the thick foliage and the new monster family, the Drowned, crowd the haunted coastlines, waiting to drag unsuspecting victims to a watery doom.
Fractured Peaks
Snowy and secluded, a sect of devout priests find refuge in the isolation of this high mountain range. They seek enlightenment while remaining unaware of the horrors that dwell in the dark cave complexes below.
Dry Steppes
The unforgiving, harsh environment of the Dry Steppes is home only to the hardiest—or desperate—souls. Be warned; the denizens of this land will do anything to survive, resorting to anything from petty banditry to savage cannibalism.
Hawezar
Witches and zealots call this snake-infested swampland home, scouring the murky depths for ancient artifacts. The unaware will quickly find themselves in dire straits.
Kejhistan
As we’ve seen from previous visits to Alcarnus and Caldeum, the desert shadows of Kejhistan make excellent cover for a group of rising cultists. They quietly plumb abandoned ruins, seeking power to aid the return of the ancient Prime Evils.
To Party or Not to Party
Whether you’re prone to partying up or an independent adventurer, Diablo IV will have a way for you to play.
When it comes to the Campaign, you’ll be able to play through the entire story at your own pace or alongside friends, with progress syncing up to the party leader so there’s no question about what’s been done or what’s next on the checklist.
While most of the world is socially open, certain, smaller parts of each region are campaign specific. Once the campaign objectives have been completed, those areas will also dynamically open to other players. This means you might see another party of adventurers pass you by or you could organically stumble into an event or World Boss other players are already battling. You won’t need to party up to enjoy these activities; whether you decide to join the fray or continue your own journey, that decision remains yours.
Delving Dank Dungeons
Dungeons will be separate, instanced experiences. While you won’t see wandering adventurers alongside you as you delve an abandoned ruin, you can opt to bring up to a party of four players in to tackle tougher challenges for greater rewards.
As has become hallmark to Diablo, Dungeons are randomized experiences, including both their layouts and the events that might occur within them. They can be interior or exterior landscapes, may mix and match between different tilesets, and offer totally seamless exploration; moving from one level or scene to another is now a natural, loading screen-free process.
We’re also introducing Dungeon Objectives, which help guide your adventure and offer greater rewards and increased danger. As you complete Dungeon Objectives, the goals you have will continue to update, and the Dungeon itself might respond by sending tougher enemies and challenges your way. Each Objective has been custom designed to give their Dungeons their own identity and character, and there are hundreds of dungeons with tons of events, ensuring each delve is a unique one!
We’re also evolving endgame Dungeons by building them around three pillars: variety, strategic depth, and player agency. One new system we’re sharing today is what we’re calling Keyed Dungeons. By finding a key out in the world of Sanctuary, you can upgrade an existing Dungeon into a special endgame version with increased difficulty, greater rewards, and dungeon affixes. Between the natural randomization, knowing the strength and affixes you’re going to face, and choosing your skills and equipment in advance, we’re hitting all three of these pillars for a unique, ever-evolving endgame.
Monsters of Sanctuary
You know where you’re going to kill things, and how you’re going to kill them. But what, exactly, is threatening you? Let’s look at some of the enemies you can expect to face in Diablo IV.
Monster Families
To breathe new and realistic life into the world of Sanctuary, we’re taking a fundamentally new approach to how we create and design monsters. Each monster is now part of a Monster Family, which usually includes a handful of different enemies based around a theme and location. Check out one of our new families, the Drowned.
The Drowned are watery entities that can be found around the coasts of Scosglen. You won’t find them anywhere else in the world, and if you’re looking specifically to hunt them down, you’ll need to travel to find them. Each member of the family has a specialty or signature ability that synergizes with other members of that family, becoming stronger when they’re fighting together.
Reimagining Affixes
Affixes work a little differently this time around. While you’ll still see expected effects like Molten, you might be surprised at how the Multishot affix changes up strategic gameplay depending on which enemy it affects.
For example, take the Fallen family. A Multishot enchanted ranged Fallen might throw three projectiles at you, as you’d probably expect. Put that Multishot enchantment on a Fallen Shaman, though, and your priorities change as he begins to revive three of his friends at a time instead of just one. Affixes should change the way you look at and strategize against your enemies, as well as offer different gameplay depending on the monsters they affect.
Ashava and World Bosses
If you got your hands on our BlizzCon demo or watched our gameplay trailer closely, you may have noticed a massive new addition: Ashava. Ashava, the first of our new World Bosses, is an ancient demon lurking below Sanctuary who will take more than just one mighty hero to fell.
Not only will you need to group up (or at least join several other players) to challenge Ashava, but you’ll want to pay close attention to her abilities and carefully make use of your skills. Avoid her deadly strikes with the baseline Evade ability and leverage the new Stagger mechanic in your favor. Rather than having bosses be immune to crowd control effects, they can instead become Staggered, losing some of their capabilities or powering down once a certain threshold has been met. When battling Ashava, Staggering her will shatter her arm blades and greatly diminish the range of her whirlwind attack, making her a little less deadly for you and your friends.
*****
Itemization
It’s not a Diablo game without tons of new loot to find, and we want to share a broad, top-down approach to our itemization. First, you’ll see the familiar return of most item categories:
Normal -> Magic -> Rare -> Legendary/Set -> Ancient -> Mythic
In Diablo IV, we want Legendaries to be just as, if not more, powerful than Set items. We don’t want you to feel beholden to one particular class set to play your chosen style. Ancient items are a system we’ll be leveraging for Seasons, but we’ll dig into that at a later date. As for Mythic items, these will be so powerful you’ll only be able to equip one of them at a time, so choose wisely!
When it comes to combat statistics, we’ve simplified the math problem. Players should spend more time thinking about stats that change how they play rather than solving arithmetic. Attack and Defense will be your bread and butter; one stat for increasing your damage, and one stat for decreasing damage taken.
More complex stats like Attack Speed or Melee Damage Reduced will still exist; however, these are stats that can change your approach to combat in more than a numerical way. While they might still increase your damage output or reduction, they do so in ways that make you think about the battlefield or which skills work best in different situations.
Some items will also boost individual Talents, effectively acting as bonus points spent in them. If you want to go all-in on Pulverize, you can do so with Skills, Talents, and items!
Legendary Powers
Legendaries should fundamentally change the gameplay of abilities, and that’s exactly the approach we’re taking in Diablo IV. The best way to illustrate this is to review a few powers we’ve worked on for the Sorceress skill Teleport.
One Legendary might increase your defense shortly after you Teleport, making it a great defensive escape tool. Another might increase your damage for a short period of time after you Teleport, making you more likely to want to jump into the fray. Still another removes the Teleport cooldown entirely, but now sends you in a random direction, so you have high, but unpredictable mobility. Lastly, we have a power that adds a burst of area damage to enemies upon your arrival.
Combining all these Legendaries can result in some pretty wild and satisfying results, and it’s up to you (and perhaps a little luck) to decide which ones to combine.
Runes
Runes are back and better than ever! Runes in Diablo IV translate to another layer of gear customization. They come in two types: Conditions and Effects. It’s as easy as socketing in one Condition and one Effect to create your own Legendary power. There will be a great variety of both types of Runes and we can’t wait to see what sorts of combinations you come up with.
*****
Frequently Asked Questions
Have a question not covered above? Check out the FAQ below.
Q: Will there be trading?
A: Yes. While we’re still working on the details, we know this is a huge community request and we want to reintroduce some level of trading while still preserving the loot-finding experience.
Q: Will there be clans?
A: Yes! Clans will be a key feature in Diablo IV.
Q: Will there be PvP?
A: Yes. Some areas of the world will offer opt-in PvP experiences where you’ll need to watch your back while you adventure.
Q: Will there be Seasons?
A: Yes! Seasons will be returning, and we’d like them to heavily impact your approach to gameplay. More details to come.
Q: Will there be Hardcore?
A: Yes! We’ve loved this feature ever since it started as a player-created and self-imposed challenge in the original Diablo.
Q: Is Diablo IV coming to consoles?
A: We are working with our partners to bring Diablo IV to both PC and console, including Xbox One and PS4. We have no additional platforms to announce at this time.
Q: What about [insert game feature we haven’t yet mentioned here]?
A: We know you have a lot of questions about what the final form of Diablo IV will look like. While we’ve been hard at work on all the art, story, and systems we’ve shown so far, we’re far from done and still quite early in the development process. What you’ve seen this weekend is a high-level overview. As we continue working to get the next iteration of Diablo into your hands, it’s likely many things will change.
*****
A Lot to Share, More to Work On
Diablo IV is early in development, but we just couldn’t wait any longer to share with you where we are so far. While we don’t have any news on when we’ll be moving into our first public access stage, we will be keeping up with quarterly updates available here on the Diablo community site and mirrored on our forums for your easy access.
We’ve got a lot of work to do and even more hell to raise. We can’t wait to see you on the other side!