In most strategic or turn based RPGs, there is a problem where one, and maybe all, of the characters in your party becomes absurdly powerful and can now stomp out any encounter with ease. Once this problem starts, most strategy and thinking is thrown out the window, and that one or many character(s) either oneshots or effortlessly handles an otherwise challenging encounter. The Fire Emblem community calls this the "Juggernaut Problem", but it isn't unique to their games, most party-based RPGs suffers from this too:
Fire Emblem series
Divinity Original Sin 1 and 2
Final Fantasy Tactics and the Tactics Advance Series
Persona 3, 4, 5
Devil Survivor 1 and 2
And I'm sure the list goes on.
A common thing amongst these type of games is that it's easy for one party member to take up all the exp and end up overleveled; And these games also offer a reasonably high amounts of customization for builds, which furthers the gaps between the player's characters and the enemies.
Fire Emblem has long held this issue. One or two characters can get all the exp and become overpowered, essentially turning into a one man army, and can destroy everything. In Divinity, you can easily nuke or perma stun/cc encounters near midgame with one or two characters. The FF Tactics and Advance series, and Devil Survivor series, your characters become overturned very fast. In Persona 3 and beyond, your MC can get ridiculously powerful with the right demons and nothing can ever kill you. Pokemon, everyone has at one point, let their starter eat all the exp and have it become a god that destroys everything.
But the real question is: how do you address the Juggernaut Problem? How do you design the game so the player doesn't become too overpowered that they trivialize the game?
In the Fire Emblem community, most people argue that map design should be the answer, forcing the player to use more than one character like multiple objectives. In Pokemon, most people argue that enemy trainers should have equally as strong Pokemon so that one Pokemon can't roflstomp the entire game.
But the issue with these solutions is that sometimes it doesn't work. Take Devil Survivor for example. In that series, usually near endgame, some missions have multiple objectives and most have very powerful hardhitting enemies. What usually ends up happening instead, is that it devolves into a oneshotting fiesta. Your units one shots theirs, their units one shots yours, and the multiple objective thing isn't even a factor since past the first few turns, everyone is dead; And if your side is alive, you can just take your time at that point.
I guess another common thing in these games is that the numbers and damage formula leads to too much damage, which is what contributes to oneshots. But if you lower the numbers too much, these fights might last too long.
Maybe the RPG elements of these games are too powerful? How do you solve this issue?
Source: Original link
© Post "The Juggernaut Problem in RPGs" for game Gaming News.
Top 10 Most Anticipated Video Games of 2020
2020 will have something to satisfy classic and modern gamers alike. To be eligible for the list, the game must be confirmed for 2020, or there should be good reason to expect its release in that year. Therefore, upcoming games with a mere announcement and no discernible release date will not be included.
Top 15 NEW Games of 2020 [FIRST HALF]
2020 has a ton to look forward to...in the video gaming world. Here are fifteen games we're looking forward to in the first half of 2020.