In-Game Monster Manuals
Posted: Thu May 03, 2012 5:13 am
One thing I've noticed about RPGs generally is that they don't come with in-game monster manuals.
In order for something to be a 'game' then surely battles are considered, even in tactics-light Dragon Age 2 type games, puzzles in themselves. In order to defeat the game one needs to work-out how to best defeat the various monsters which appear.
However, for the first playthrough of any RPG, unless one has a very detailed manual or is arriving with memory references from D&D or the like then one has virtually no chance of solving the 'puzzle' first time out.
What I would like to see in RPGs is a journal which catalogues monsters so the adventurer can more accurately accumulate the correct items and correctly engage the monsters in battle.
There could still be an element of surprise for a tough game by making knowledge of a monster blind until the first one has been killed (I think ToEE tried this quite well) at which point one then has the knowledge to accompany the experience.
What always riles me about RPGs is that, upon the initial play, I have no idea of a creatures hit point total, their attack potential, their damage range, their armour strength, what spells they are able to use and how many of each spell they have, what level they are, and, finally, which elemental/physical attack type delivers the most damage.
In-game experiments can tell you this over time but even very experienced players will still not really know that much about the monsters they are crushing, mainly going by the system of 'it's defeated, I no longer care if I could have done it better' when 'learning' how to kill monsters.
In order for something to be a 'game' then surely battles are considered, even in tactics-light Dragon Age 2 type games, puzzles in themselves. In order to defeat the game one needs to work-out how to best defeat the various monsters which appear.
However, for the first playthrough of any RPG, unless one has a very detailed manual or is arriving with memory references from D&D or the like then one has virtually no chance of solving the 'puzzle' first time out.
What I would like to see in RPGs is a journal which catalogues monsters so the adventurer can more accurately accumulate the correct items and correctly engage the monsters in battle.
There could still be an element of surprise for a tough game by making knowledge of a monster blind until the first one has been killed (I think ToEE tried this quite well) at which point one then has the knowledge to accompany the experience.
What always riles me about RPGs is that, upon the initial play, I have no idea of a creatures hit point total, their attack potential, their damage range, their armour strength, what spells they are able to use and how many of each spell they have, what level they are, and, finally, which elemental/physical attack type delivers the most damage.
In-game experiments can tell you this over time but even very experienced players will still not really know that much about the monsters they are crushing, mainly going by the system of 'it's defeated, I no longer care if I could have done it better' when 'learning' how to kill monsters.