Baguette Fantasy: Should we punish escaping from random encounters in RPGs ?

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  • Опубликовано: 30 сен 2024

Комментарии • 5

  • @baguettefantasy
    @baguettefantasy  3 месяца назад

    0:00 Intro
    1:49 "1st part: Why would you run away in an RPG ?" and "1st answer: because it gets annoying"
    3:55 "2nd answer: To avoid a game over"
    4:58 "3rd answer: To not gain experience"
    6:07 "2nd part: Runaways will be punished... or not"
    6:39 "The case of Final Fantasy IV (4)"
    7:07 "The case of Mario & Luigi Superstar Saga"
    8:08 "My personal opinion on this type of penalty"
    10:19 "Escape isn't guaranteed or instantaneous but no punishment if you succeed"
    10:48 "The case of Final Fantasy VII (7)"
    11:45 "The case of Digital Devil Saga" + my opinion on both games
    13:14 "Escape is 100% guaranteed and/or even rewarded"
    13:55 "The case of Live A Live Remastered" + my opinion on the game
    14:44 "The case of Final Fantasy V (5)"
    16:25 "My opinion on the Brave Blade and the Chicken Knife"
    16:50 End

  • @nezkeys79
    @nezkeys79 3 месяца назад +1

    The only time I had a game over screen in FF3 was Cloud of Darkness.
    Getting back to it is an unnecessary "punishment". All of Crystal Tower. All 4 dark crystal bosses. Can't skip cutscenes. Who is gonna want to engage in every random battle here. They're just gonna escape from them all if they're just trying to get back to the final boss

  • @nezkeys79
    @nezkeys79 3 месяца назад +1

    I think the best two solutions are
    1) random battles with an option to turn them off
    2) no random battles. Enemies on screen which you choose to engage. And yes, you can run away from them once engaged in battle. Some games have the enemies chase after you for the entire zone. Some go even further and have enemies constantly trail you through zones, lol. Should they just give up chasing you at some random distance? Lol. I mean if you're faster than them then it makes sense

  • @sh4d0wfl4re
    @sh4d0wfl4re 3 месяца назад +1

    Personally I think somewhere between Live a Live and Pokemon’s flee mechanics is good. No punishment for success, aside from the lack of battle rewards… but a good chance of successfully fleeing before taking fatal damage. Perhaps a 100% chance of success is too easy for some games but only risking hp/mp loss instead of more long term resources (like money) is probably the most punishment a game needs dole out for fleeing(perhaps even preventing a party wipe while fleeing as a hidden mechanic)

    • @baguettefantasy
      @baguettefantasy  3 месяца назад +1

      Paper Mario TTYD has an escape mechanic that makes it harder to repeatedly flee.
      Once you select the Flee command, a gauge and a timer appears. That gauge is partially green and you can fill the "empty" (not green) part by pressing the confirm button multiple times. There's also a line that goes from side to side and by the end of the timer, that line must be in the green for you to sucessfuly escape.
      If you manage to escape again and again, the gauge has less and less green, so it becomes harder to have the moving line end in a green area.
      I think it might actually be my favorite, as the moving line doesn't always starts at the same place so there's a slight element of randomness that you can try to overcome... by destroying the "A" button, most likely, but still !