Posted May 28, 2023
(This topic is focusing on party-based RPGs, and mainly on those that are non-tactical; that is, ones where you don't spacially move your characters during combat.)
There's something interesting that I noticed involving tanking in RPGs, or specifically how you can try to control which characters the enemies attack.
In older games, it was typically dependent on the position of the character in the party line-up. Examples of this include Dragon Quest 3, Final Fantasy 1, SaGa 1 and 2, and there's also partial example in Wizardry 1-7 (monsters can only attack slots 1-3, though 5 started to add some exceptions to the rule) and Might & Magic 1-2 (only the first n characters can participate in melee, where n changes from battle to battle).
Some modern RPGs, I've noticed, have borrowed the threat mechanic from MMORPGs, where each character can build up threat by dealing damage or healing (sometimes by using abilities that specifically have that effect), and enemies target the character with the highest threat. Examples of this include the Romancing SaGa remake (on PS2; ever wondered exactly what the Chameleon spell does in that game? It lowers threat), Crystal Project, and apparently Chained Echoes.
There's also games where tanking is not supported by the game mechanics, like SaGa 3 (though the original version at lest allows characters to cover others, but sadly the remake removed that option), Might & Magic 3-5, and the like. (Tanking doesn't seem feasible in False Skies, for that matter.)
Between these methods of controlling who the enemies attack, what are your thoughts, and is there one approach you prefer?
There's something interesting that I noticed involving tanking in RPGs, or specifically how you can try to control which characters the enemies attack.
In older games, it was typically dependent on the position of the character in the party line-up. Examples of this include Dragon Quest 3, Final Fantasy 1, SaGa 1 and 2, and there's also partial example in Wizardry 1-7 (monsters can only attack slots 1-3, though 5 started to add some exceptions to the rule) and Might & Magic 1-2 (only the first n characters can participate in melee, where n changes from battle to battle).
Some modern RPGs, I've noticed, have borrowed the threat mechanic from MMORPGs, where each character can build up threat by dealing damage or healing (sometimes by using abilities that specifically have that effect), and enemies target the character with the highest threat. Examples of this include the Romancing SaGa remake (on PS2; ever wondered exactly what the Chameleon spell does in that game? It lowers threat), Crystal Project, and apparently Chained Echoes.
There's also games where tanking is not supported by the game mechanics, like SaGa 3 (though the original version at lest allows characters to cover others, but sadly the remake removed that option), Might & Magic 3-5, and the like. (Tanking doesn't seem feasible in False Skies, for that matter.)
Between these methods of controlling who the enemies attack, what are your thoughts, and is there one approach you prefer?