Neirai the Forgiven
Christian Guilds List Manager
Okay, let's see if I can knock down some of these solutions:
Scope
As I mentioned above, the problem with many turn-based RPGs (Fire Emblem, FFT, etc) is that they claim to involve wars between a huge empire and the "rebels," but you pretty much never see any evidence to suggest that either nation has an army. One solution is to invent a reason for smaller battles, such as Final Fantasy Tactics Advance's "Clan Warfare" motif. This would work in a futuristic role-playing strategy game, I think, where you call it some sort of sporting event (see:Unreal Tournament.) In fantasy, however, I think you need some sort of Empire clashing.
The other problem, however, is that empires of hundreds of warriors make for very long turns. Think end-game on Alpha Centauri. Nobody wants to wait for 200 units to each take their turn.
It becomes a question of real-time, then. Unfortunately, realtime strategy games have nothing of the complexity of their turn-based cousins. I've played Final Fantasy XII: Revenant Wings, and while it is like Final Fantasy Tactics, I can't plan out my moves with any real detail; casting a spell manually is something I can only do once at a time, and when I do I lose all real control over everyone else. I suppose I could play pause city, but I really don't want to.
The other option, the one I favor (at this time,) is to make the game turn-based and real time. Players spend "turns" planning out their actions and then watch the next 15 minutes happen in real time, with limited control of on-the-fly actions (say, only in a certain range of your command units.) This would eliminate the process of waiting for a hundred individual moves while allowing a superior amount of planning.
Secondly, nobody wants to plan out the moves of 100 troops every turn, in minute detail. For this reason, I think that a player should only control a small amount of player characters, while the rest of his allies are computer-controlled drones. See the "Dawn of the Ancients" mod for Warcraft III, for an example of how these things work. Two huge armies cascade down either side of a ravine into each other, while the player controls a hero who can, if carefully guided, shift the balance of power so that his or her army defeats the opponents.
So, the game would play like DOTA (with some major tweaks... harder levels would probably not have so much "balance," and missions would not necessarily be about killing the enemy forts... survival, messages, etc. would be possiblities.)
Also, success and failure on these battle lines would actually be important. The DOTA-type gameplay would actually imply a larger battle-line, like the kind found in WW2, where each "flash point" makes up a piece of a much, much larger overall DOTA-type war. Losing would actually put you in a bit of hot water, as the line slowly advances towards you. You might lose entire towns, regions, or even the game, as the storyline becomes impossible to achieve. On the flip side, you may make the game easier by your relentless destruction of enemy troops, as the opposition forces are not in a region that you need to travel to (anymore.) The combat actually means something other than "this is a pre-programmed hoop you need to jump through" or "you bullied the kid next door."
Meh, I'm going to post this right now and get back to the rest later. I have a huge assignment of doom this week... man, it's bad.
Scope
As I mentioned above, the problem with many turn-based RPGs (Fire Emblem, FFT, etc) is that they claim to involve wars between a huge empire and the "rebels," but you pretty much never see any evidence to suggest that either nation has an army. One solution is to invent a reason for smaller battles, such as Final Fantasy Tactics Advance's "Clan Warfare" motif. This would work in a futuristic role-playing strategy game, I think, where you call it some sort of sporting event (see:Unreal Tournament.) In fantasy, however, I think you need some sort of Empire clashing.
The other problem, however, is that empires of hundreds of warriors make for very long turns. Think end-game on Alpha Centauri. Nobody wants to wait for 200 units to each take their turn.
It becomes a question of real-time, then. Unfortunately, realtime strategy games have nothing of the complexity of their turn-based cousins. I've played Final Fantasy XII: Revenant Wings, and while it is like Final Fantasy Tactics, I can't plan out my moves with any real detail; casting a spell manually is something I can only do once at a time, and when I do I lose all real control over everyone else. I suppose I could play pause city, but I really don't want to.
The other option, the one I favor (at this time,) is to make the game turn-based and real time. Players spend "turns" planning out their actions and then watch the next 15 minutes happen in real time, with limited control of on-the-fly actions (say, only in a certain range of your command units.) This would eliminate the process of waiting for a hundred individual moves while allowing a superior amount of planning.
Secondly, nobody wants to plan out the moves of 100 troops every turn, in minute detail. For this reason, I think that a player should only control a small amount of player characters, while the rest of his allies are computer-controlled drones. See the "Dawn of the Ancients" mod for Warcraft III, for an example of how these things work. Two huge armies cascade down either side of a ravine into each other, while the player controls a hero who can, if carefully guided, shift the balance of power so that his or her army defeats the opponents.
So, the game would play like DOTA (with some major tweaks... harder levels would probably not have so much "balance," and missions would not necessarily be about killing the enemy forts... survival, messages, etc. would be possiblities.)
Also, success and failure on these battle lines would actually be important. The DOTA-type gameplay would actually imply a larger battle-line, like the kind found in WW2, where each "flash point" makes up a piece of a much, much larger overall DOTA-type war. Losing would actually put you in a bit of hot water, as the line slowly advances towards you. You might lose entire towns, regions, or even the game, as the storyline becomes impossible to achieve. On the flip side, you may make the game easier by your relentless destruction of enemy troops, as the opposition forces are not in a region that you need to travel to (anymore.) The combat actually means something other than "this is a pre-programmed hoop you need to jump through" or "you bullied the kid next door."
Meh, I'm going to post this right now and get back to the rest later. I have a huge assignment of doom this week... man, it's bad.