Fusion: Fighting Games and RPG's...would it even work?

namco are planing/making a soul calibur online RPG, obviously it would lock on like the zelda series does n will be like ur playing a huge soul game.

i keep saying this for fuck sake does nobody believe me or summit :wtf:

P.s fuck hybrid heaven :rofl: that game got switched off swiftly

nobody mentioning shenmue?
no RPG 'ish game is more fighter like than shenmue…like it or not

Weren’t Shenmue’s action filled with timed button presses and the like? That’s not really fighter like…

No, there was the QTE’s and regular fighting game styled combat. Shit was too good. Fuck you sega for not bringing out part 3 :frowning:

It depends on the format. 1 player fighting game/RPG hybrids work ok, but they tend to be more like beat-em ups like Buktooth mentioned. Guardian Heroes and the Tales games both used the idea well enough to work overall.

In the case of 1 on 1 fighters, a game called Battle Tycoon on the Super Famicom pioneered RPG style level ups and equipment in a fighting game format. When the RPG stats are left out of the equation, the gameplay competitively was actually ā€˜not terrible’ considering how old the game was. When the RPG stats came into play, overbearing balance issues obviously came up, making the competitive aspects a mess.

It’s an idea that works well in a 1 player game (or co-op), but falls apart when multiple players are pitted against each other. The entire idea behind the level up in RPGs was a means of emulating personal growth in a digital format. Since the appeal of competitive fighting games is personal strategic growth, a level up system isn’t necessary and may even override that with a weaker form of growth (time spent farming).

I haven’t read the responses, but it just seems like a specific battle system to a RPG. You can’t really fuse them because one of them defeats the purpose of the other one. RPG’s are generally one player, non competitive, and fighting games are solely competitive, without any leveling up or anything.

:bluu:

huxley is a shooting type unreal/rpg. that doesnt have lazy stats, but leveling up gives u a wider range of weapons instead.

they can do this with fighters, searching for new techniques like shenmue.

it really isnt that mind numbing, just abit hard to make.

it could have focus (lock on), with sc’s battling or shenmues.

a modified urban reign could be brilliant.

leveling up is an old philosophy that should only be for single player games imo, multiplayer is the future

I think that online fighting game Kwon Something: Fist of Heroes (I think) or other has a sort of leveling system where you learn new moves and such.

As for a fighting game engine working as a battle engine in a RPG, it can be done but it would more likely to have it be an adventure or Action/RPG. Personally, I wouldn’t mind fighting games where you can level up/customize your fighters, but RPGs where all the battles are one on one would either be really short or get old really quickly.

^ it sucks balls.

no i dont see how a fighter system could work like that. most rpg like elements are already in fighters, presented differently (attack power, defense power, speed), the only possible way to implement rpg elements would be leveling up (unintuitive in most cases, and even if it is used properly, its been used to good effect in other fighting games), items (actually possible), or by the time its a ā€œfighting game/rpg hybridā€ you might as well be playing guild wars or defense of the ancients.

If you’re talking about kwon ho that shit is hot fire.

…they did a samarai showdown rpg…but besides that i seen a few rpgs of DBZ…i think a fighting rpg would be great cause it would go deeper into the story line…i think KOF would be the best if they made more possible…make it like a suikoden where you can customize ur party!!!

truth.com

In my own idea of a leveling system in a fighting game, it would be a customizing feature system.

You would have each character have base attack strength, defense, speed and the various standard attacks, specials, supers etc. The player is able least eight or ten levels (sort of like belt rankings) available to level up into, along with the ability to add or rearrange points to one or two of the character?s statistical powers. Leveling up could also give the player the ability to moves with more powerful or just different variations of the same move. An example being able to change Sean?s down mk into something else or being able to choose any version of K? Heat Drive at certain levels. The player could also be given the ability to choose different super meter systems for his or her character.

Experience could be gained based on vs. wins and performance, with the performance grade determining what number of bonuses the player could get. If implemented carefully it might not even be broken and I could just imagine a SF game with a similar system.

Warzard

well you fix the ā€œstatsā€ issue in terms of multiplayer by doing this: Eliminating them completely…kinda like how in CVS2, when you do the 3 on 3 mode, everyone is Ratio 2…you seperate the shit so that it DOES work.

if you wanted to keep something…maybe interchangeable moves for the characters (special moves = skills/spells) Its not impossible…but there could be another balance issue in the form of a cast too large for its own good, in which you get 1 of 2 things…

1 - only a handful of characters are actually useful, while the rest are merely filler (a la MVC2)

2 - The entire cast represents like…5 or 6 fighting styles, their only differences being stats (like Urban Reign, or to a lesser extent, Def Jam: Fight For New York…more of a wrestling game, but the point still stands)