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Why is it that the core gameplay of turn-based games is attribute plus points?

If you were to ask me what is the core element of the player experience that determines turn-based RPGs? Then I think the addition of characters is undoubtedly one of the core elements that determine the playing experience. It is no exaggeration to say that the addition of the characters affects every aspect of the game's battle situation.

As for how the addition point and the game itself form this decisive relationship, then naturally there are a few examples to illustrate. The most representative of this is the new turn-based JRPG masterpiece "True Goddess Rebirth 5" produced by ATLUS. The main story of this work is very concise: the protagonist who attends a high school breaks into the world of gods and demons by some chance, and fuses with a strange man to create a monster with unfathomable strength, and then becomes involved in the story of the battle between gods and demons.

Why is it that the core gameplay of turn-based games is attribute plus points?

In order to reflect the extraordinary power of Chuang Bi, a complete and rich character pointing system has been built in the game. This point system is directly linked to the player's actual play experience, that is, the intensity of the manipulation of the character, and only by deeply understanding this point system can the player run more smoothly in this magic land.

Why is it that the core gameplay of turn-based games is attribute plus points?

The bonus point system of True Goddess Rebirth 5 covers five attributes, namely force, magic, sensitivity, endurance, and luck. Furthermore, force affects character attacks and health-consuming physical attacks; magic affects spell damage; sensitive affects shot, hit, and dodge rates; tolerance affects defense rate when hit; luck affects the player's critical strike rate and the likelihood of dropping money. Just take a cursory look at these bonus points and we can see that these extra points basically cover every aspect of a turn-based stand-alone RPG. In other words, the attribute distribution formed by the player after adding points largely determines the upper limit of the protagonist he controls, and the new points obtained per level can further shape the player's attribute distribution, so the addition of points has undoubtedly become the core element and mainstream gameplay of this game.

Why is it that the core gameplay of turn-based games is attribute plus points?

It is precisely because of the special emphasis on attributes in this game that there will be a lot of experience on how to add points on the Internet, not to mention the strict requirements of "True Goddess Rebirth 5" for the level (sometimes the player's level is one level lower than the enemy may be killed by the second), which makes the importance of the plus point sublimated again.

Why is it that the core gameplay of turn-based games is attribute plus points?

The author first cites "True Goddess Rebirth 5" as an example only because the production time of this work is closer to the present. In fact, It's not just True Goddess Rebirth 5 that emphasizes attributes and points to shape the core gameplay of the game, but many of the more established turn-based JRPGs also emphasize this. Even the domestic turn-based online game that has been taken from turn-based JRPGs for many years also puts attributes and extra points on the highest priority. Among them, the far one is "Fantasy Journey to the West", and the nearest one is the "Dream World 3" mobile game.

Why is it that the core gameplay of turn-based games is attribute plus points?

As a pioneer of domestic turn-based online games, "Fantasy Journey to the West" has set five major attributes for the characters: physique, magic, strength, agility and endurance. These five attributes can be described as covering all aspects of the game's mechanics, laying the foundation for the game to maintain its popularity for more than ten years. As a rising star, the "Dream World 3" mobile game innovatively weakens the protagonist's attribute bonus point mechanism and transfers it to pets, replacing it with a more concise life skill system that is only bound to character upgrades. That is to say, on the one hand, the player itself does not have to care too much about their own attribute distribution, on the other hand, it can create different collocations and gameplay through the addition of different pets, which can be described as taking into account the fast pace of modern people and the strategy of the game itself.

Why is it that the core gameplay of turn-based games is attribute plus points?
Why is it that the core gameplay of turn-based games is attribute plus points?

The image comes from the Dream World 3 mobile game

So, what do you readers think about the attributes and points of the game? Whether it is critical remarks or analysis, Xiaobian welcomes you to express your views in the comment area.

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