Listening to that last part I was thinking it would be better to have resources in the fight itself rather than in some town - more like the darknut fight in Ocarina of Time (as exampled by Egoraptor), although with more variety (there it's just hearts). That way you don't waste ANY of the player's time, and it makes the fight even more dynamic and interesting. I had some other thoughts too I want to follow up on in the next discussion, which will probably be continuing the topics of exploration and how grind violates game design.ptspt What I also should have clarified when talking about monster design is that when I'm saying 'goal' what I mean is 'the goal of their strategy'. That's how to make monster fights more dynamic. I also should have differentiated between dynamic combat and dynamic world design. Those concepts however do meet at the goal stage because monsters can have multiple goals; both in combat and as a 'mob' (which would inform world dynamics). @EventyrGames thank you for your monster videos. Keep up the awesome work!
I think I misspoke when I said 'it shold be "obvious" to the fighter who needs to adapt their strategy', when facing a challenge with a counter to their current loadout. Instead of obvious, it should be "available" to them. I also say in the next video it shouldn't be in the town, but specifically it should be immediately available to the player, either in their charcter customization which could be either mechanically or tactically, or, by utilizing something that will be tactically available to them in that 'dungeon'.
Listening to that last part I was thinking it would be better to have resources in the fight itself rather than in some town - more like the darknut fight in Ocarina of Time (as exampled by Egoraptor), although with more variety (there it's just hearts). That way you don't waste ANY of the player's time, and it makes the fight even more dynamic and interesting.
I had some other thoughts too I want to follow up on in the next discussion, which will probably be continuing the topics of exploration and how grind violates game design.ptspt
What I also should have clarified when talking about monster design is that when I'm saying 'goal' what I mean is 'the goal of their strategy'. That's how to make monster fights more dynamic.
I also should have differentiated between dynamic combat and dynamic world design. Those concepts however do meet at the goal stage because monsters can have multiple goals; both in combat and as a 'mob' (which would inform world dynamics).
@EventyrGames thank you for your monster videos.
Keep up the awesome work!
I think I misspoke when I said 'it shold be "obvious" to the fighter who needs to adapt their strategy', when facing a challenge with a counter to their current loadout.
Instead of obvious, it should be "available" to them. I also say in the next video it shouldn't be in the town, but specifically it should be immediately available to the player, either in their charcter customization which could be either mechanically or tactically, or, by utilizing something that will be tactically available to them in that 'dungeon'.