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Ted wakes up from his drunken stupor in a land he is not familiar with. Suffice to say, he is not happy about this turn of events. Charged with saving a kingdom against his will, engage with Ted in a comedic world where logic does not exist and purple cats are enemies. Final Warrior Quest is a parody of classic JRPGs. Designed with the frustrations and limitations of the late 80s early 90s Square and Enix RPGs in mind, Final Warrior Quest attempts a faithful recreation of these games. Featuring: - 4-8 hours of gameplay - Original music - Humorous story - Xbox 360 controller support - Random encounter toggle

Post news Report RSS Final Warrior Quest: Mitigating Battle Fatigue

A key problem in JRPGs with random encounters is battle fatigue. Battle fatigue is when the player's enjoyment is diminished by a high amount of random encounters. In Final Warrior Quest, we have attempted to distill the problem down to its very essence.

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A key problem in JRPGs with random encounters is battle fatigue. Battle fatigue is when the player's enjoyment is diminished by a high amount of random encounters. In Final Warrior Quest, we have attempted to distill the problem down to its very essence.

Our solution is to allow the player to turn off random encounters at will. Random encounters can be toggled on/off whenever the player has control. This enables the player to explore, solve puzzles, and participate in battles at their own pace.

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BlackMoons
BlackMoons

Interesting idea.. Although It might be a little too extreme IMO.
maybe instead, enable the feature after X number of battles in an area? that way you will be exposed to each areas monsters, but if you backtrack much or explore much, or just get lost, you get the option to turn off random encounters so you can explore at your leisure, after having 'cleared the area of monsters'

Why do RPG game areas have infinite numbers of monsters anyway? Shouldn't random encounters go down the more monsters in an area you kill?

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Jeoo
Jeoo

I like the idea of being able to "clear out the monsters". I've played a JRPG that turned the random encounters off whenever the player characters had leveled up enough for that particular part of the game. Not the most elegant solution, but it was something at least.

I think the player should have to work a bit for the privilege of turning off the encounters. If you give the option to choose straight from the start, the player may end up underleveled (assuming you have a traditional level up-system) and beating mandatory battles will require him to eventually turn on the random battles and grind. On the other hand, if you CAN easily beat the game without fighting any random battles, then why have them at all?

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GameBrewery Author
GameBrewery

Blackmoons: That idea was floated when discussions were taking place how to solve the problem. One knock against it was that it was already used in Clthulu Saves the World and Breath of Death VII. I was adverse to whole-sale taking the idea. Another problem is that the basic design of Final Warrior Quest is that of an old JRPG. The systems and mechanics are meant to feel dated and inelegant. By just having a simple toggle, you can see the early efforts of a designer to solve a problem but, for one reason or another, was unable to find a wholely satisfying answer.

RPGs tend to have infinite monsters so the player always has something to do and to give a perception of each battle being unique.

Jeoo: I don't consider it a privelege, at least not in Final Warrior Quest. With just having a toggle the player is able to decide for themselves when they have had enough of the battle system.

The game can not be beaten without the experience gained from random encounters. As it is now, it is possible for the player to go through the entire game without turning random encounters off. However, if the player is stuck on a puzzle, wishes to acquire an item for crafting, is close to a level, or wants to test out a skill they can toggle random encounters as they see fit.

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