Posted December 09, 2023 by gatr
#devlog
Stagger mechanics are commonplace in action games, from the humble "hitstun" present in nearly everything, to games where it is the focal point, like Nioh, recent entries of Final Fantasy, and Armored Core 6.
I want to go back to the relatively untread ground of its focal usage in turn-based combat, and experiment with the potential explored in very few games. Mobius Final Fantasy was one of these projects, building from the foundations of Final Fantasy 13 to create a strategic gameplay experience that's never been fully replicated, branching towards a fully turn-based focus of the "break meter" that modern gaming has forgone. In the aftermath of its service termination in 2020, I fear its gameplay style will go forgotten.
Mobius FF should be remembered for more than an admittedly hilarious controversy, and it should also be unshackled from the gacha hellscape that killed it. It took brave steps into terra incognita, and it was killed before its time. I will follow in its footsteps and show the world the potential that the stagger mechanic has outside of the real-time action landscape.
That's the pitch - so let's get into specifics.
Why turn-based, what makes it different from now contemporary real-time action?
When I was talking about this to one of my professors, he put it this way: "There's a difference between speed chess and regular chess." Same game, technically, but two completely different environments because of the limitation of time. If you make a really outlandish move in speed chess, you have the benefit of shock and awe. Your opponent has to spend precious time thinking about what you've done. When you get more time, you have all the time in the world to think about that move. You could even call for a recess and think about it with your friends overnight. That's not a flaw, that's a feature of a different style of play.
The most direct effect of pure turn-based combat is giving you time to think without penalizing you for it. You can absorb all the information on the field before you make a move, plot out what could be possible actions for everything to take. Because of your increased access to processing and information, the game is able to throw much tougher puzzles at you to figure out.
It also lowers the barrier for execution as well. There's no dropping your combo because you hit "attack" too fast or slow when your combo is "attack, attack, wait, attack"; there's no missing your window to cast a spell when the UI gets mad at you over double-tapping the spell radial button. Even out of the context of action games: I have had party members drop because I had to fumble through the menu in an ATB-based Final Fantasy.
Often, stagger is a focal feature in real time action as a way to incentivize risky or aggressive play. If someone's turtled up just push them harder and they'll fall over vulnerable. Often these stagger bars will replenish to entice you to keep pushing, don't let it fill back up.
But as iterations went on and on, in some games you may find that aggressive play is really the only option. When I was playing through Final Fantasy 7 Remake I found enemies in their "normal" state were too fast and resilient for defensive or attritional play to work, and enemy stagger refilled so quickly that taking a step back to recover from a mistake may as well have been wasting a full minute of pressure. Aggressive play wasn't even risky anymore - it was optimal, it was required. (Even more strangely, if you wanted to actually hear all the dialogue in a boss fight you had to play in a really weird way where you're throwing the fight a little bit so you don't skip lines by doing the intended amount of damage during a stagger window.)
And above all - in real time, often learning comes after failure. You just don't have enough time to think in the fight. Sometimes a blind guess pays off (oh they really hate fire. oh you can parry that.) But when you get a big curveball thrown at you - let's be real, you're gonna have to get hit in the face by that curveball a few more times before you figure out how to deal with it. As someone who's done blind progression raids in a few MMOs, we've often knowingly done runs in a very particular way that we knew would fail the encounter just to figure out how it worked.
This isn't to say that real time action, input execution, aggressive play, or discovery/improvement is bad. I mean... I play these games on purpose. But sometimes I just don't wanna deal with it you know? Again - I'm literally just making a different game.
In the turn-based context of Mobius FF, the stagger bar becomes a resource to be managed. The plan isn't to burn it down as soon as you can, but to burn it down when you're fully ready to. The stagger phase is all about you - it mostly only decrements on your actions, only decrementing by one action by your turn rolling around.
Do you have the MP to defeat the enemy within its stagger window? Will you have to accumulate more? Can you get enough within that window? Are your defenses strong enough to survive staggering the enemy? Is it worth it to start a stagger without the resources to beat them, if the stagger will make you survive the next turn? Do you even need a stagger phase or can you beat them without it?
These would all be mental calculations you're already making split-second real time, but in a turn-based setting you can come up with solutions for these problems in the moment. Not just guesses you're going to ignore or never come to because you're just gonna do something that has worked for everything else, and "the moment" ends in less than a second.
What does "unshackling Mobius from gacha" mean?
Being a live service gacha game killed Mobius Final Fantasy, one of my favourite games. I think it was close to reach the end of its main storyline, on the JP servers a few months ahead of us, but even there was killed pretty much just before the finish line. They unlocked every single collaboration event for a few months in case we missed them, and made a new event for us to say goodbye to all the characters and the developers behind the game.
One of the few modern turn-based games that also play with similar mechanics - Dissidia Final Fantasy Opera Omnia (DFFOO for short) - has recently announced that it will be shut down in late January of 2024. It's also a mobile gacha game, and my suspicion for both games' closures was that neither were oppressive enough about their monetization to make money, while being too oppressive or confusing to retain players.
The only similar games left in the current year that I've heard of are Library of Ruina (which I thought was gacha, but I was confusing it with Limbus Company) and Honkai Star Rail. Past that, you have to either deep dive into TVTropes for niche games on the PSP, or start doing the kind of mental gymnastics that makes people call Hades a roguelike. Honkai Star Rail, like Genshin Impact, does every single standard oppressive gacha thing they've found out they can do, having seperate gachas for characters and equipment, having elements, and while I haven't played it, probably having the main content be moderate in difficulty until you start exploring, doing side content that's actually fun and/or rewarding, but it's designed for whatever the newest character was at the time so it's kind of a difficulty cliff.
At the time of writing, Poptropica removed the ability to purchase memberships and made all members areas free. This is a death knell. This is the developers saying "come and have fun one last time." (December 15 EDIT: It's been announced that Poptropica will be closing down at the end of 2023.) Poptropica will not live forever; neither will Destiny 2, or World of Warcraft, or certainly not Honkai Star Rail. I do not intend to make this a game that I update until you all get bored and I can't milk you anymore. I want it to be something you can just download and play if you want, and come back whenever you were thinking about it (if it still works with modern hardware whenever you are)
I think I went ahead of myself. Okay, so gacha sucks. I know this because I play a few of them still. Why do they suck, and what about Mobius sucked in particular? I mentioned a lot about Honkai just now (just extrapolation from what I've seen of both it and Genshin, and other gacha that I've actually played):
Okay, I think that should work for now. Next I'll... leave whatever dev insights I can for my vertical slice... in a week. way to show you care about your thesis gator imagine getting hopelessly distracted and then getting covid and then getting hopelessly distracted again