Game developer and the founder of Momiji Games, Matt Sharp, wanted his latest game Video Game Fables to be a really good, classic turn-based role-playing game, but with improvements to many of the core battle features. This included rethinking critical hits, round-timers, and other combat dynamics. While turn-based RPGs have been around for decades, not all of them differ greatly from each other when it comes to the battles.
Video Game Fables is inspired by some of the absolute best turn-based RPGs, including titles from the Dragon Quest and Final Fantasy franchises. However, the creator of the game wanted to offer players something new, unique, and ultimately better in terms of combat mechanics than what the classics have to offer. This would keep players engaged while battling instead of pressing on a pre-determined pattern of their favorite power moves.
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The first major change Sharp implemented to make Video Game Fables different from a traditional turn-based RPG was to revamp the critical hits. Almost every RPG handles critical hits similarly. Whenever a character hits an opponent or uses a skill, there's a small chance to create a more powerful version of that attack. Often this chance is diminishingly small by design, although perhaps enhanceable with gear like in Genshin Impact. However, instead of this tiny chance to score a critical hit, Video Game Fables provides frequent critical strikes that instead work like a resource. Sharp wanted to make this dopamine-hit-inducing machinery work harder.
«It helps the player to pay more attention and makes you feel like you are a lot more engaged in the battle than in a classic turn-based RPG.»
In Video Game Fables,
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