Implementing a turn-based combat system sounds easier than implementing real-time combat. Everyone will take action one by one until one side is defeated. Easy enough.
I was proven that it’s not always the case. It can actually be harder to make turn-based combat fun. There are so many things to consider: pacing, balance, complexity, resource management, etc. All these factors need to work somehow, or the combat will feel slow, grindy, or repetitive.
My game has a very minimalist turn-based combat system. The problem is that it’s way too minimalist and lacks some juice. So I did some research and analyzed the games with turn-based combat systems that I played to see what makes turn-based combat fun. Let me share what I learned. Let’s go!
5 Core Pillars That Make Turn-Based Combat Fun
When someone says turn-based combat, I immediately think about Divinity and similar games with grid-based combat where you move and take action.
But there are actually many different forms of turn-based combat. Timeline system, for example, lets you put your actions in a timeline and watch them unfold. The Press Turn Battle system lets you renew your turn by exploiting enemies’ weaknesses.
Different systems can focus on different directions. So it is somewhat difficult to determine the fundamental blocks that will be applicable to all types of turn-based systems. However, I believe these five points are more or less applicable to many of them:
1. Strategic Depth
The best turn based combat systems are the ones that make you strategize. Players should have a variety of options that require planning and strategizing. A certain ability may be great in some situations and really bad in others. If a turn based system has a very clear go-to option, it can become boring pretty quickly. So, the number one core pillar is that players have to think before making a move.
2. Resource Management
One of the ways to make players think is forcing them to manage limited resources. Managing limited resources (such as health, mana, or special items) adds another layer of strategy. Players must decide when and how to use these resources for maximum effectiveness. (A little about myself: The tension of potentially running out of crucial resources always forces me to not use them at all. So I end up using them all in the final encounter.) So the second pillar is that players must decide when and how to use resources.
3. Risk and Experiment
Letting players take risks and experiment with different tactics keeps the combat engaging. It's fun to try out bold moves and witness them lead to unexpected results. I think this is the hardest one to pull off because designing a system that provides opportunities for players to try unconventional strategies is difficult. But it’s worth it since it can lead to memorable moments for players. So the third pillar is that players should have opportunities to experiment and take risks.
4. Background and Context
When players know why they're fighting and what’s at stake, every decision carries more weight. Building up the encounter beforehand, adding unique dialogue during fights, story-driven objectives, and rich lore in the environment ties the combat to the bigger narrative. (More about myself: I hate random encounters. They feel like meaningless chores that are just there to keep me busy.) So the fourth pillar is that encounters should have an engaging context.
5. Meaningful Rewards
What is more satisfying than completing a difficult encounter with a clever strategy? Finding a great loot afterwards. So the fifth and final pillar we’ll talk about is that encounters must reward players. “Meaningful reward” can be anything: unique items or gear, new abilities or skills, intriguing story revelations or lore, access to hidden areas or secret challenges.
What’s your favorite game with turn-based combat?
TL;DR
Players have to think before making a move.
Players must decide when and how to use resources.
Players should have opportunities to take risks.
Encounters should have an engaging context.
Encounters must reward players.
What’s your favorite game with turn-based combat?
To-Do List
Watch: How Do You Improve Turn Based Combat?
Learn: How to Use Steam’s Marketing
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Me
Reading: Finished Jade War by Fonda Lee, the second book of the Green Bone Saga. Not as good as the first one, I must say, but still a worthy sequal.
Playing: Finished Alan Wake 2. I have to admit, I have mixed feelings about it. There were parts I really loved and parts I hated. I wasn’t a fan of switching lights to solve puzzles but I enjoyed the story, and the mystery kept me playing till the end. The next one is Persona 3 Reload.
Listening:
Thanks for reading!
And that’s it from today’s issue of GameDev’s Journey. I hope you enjoyed it and found it useful. If you did, please like and leave a comment. Reach out for suggestions, objections, questions, or just say hi.
But regardless, thank you so much for reading, and have a great game dev journey!
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My favourite game genre!
I think the different ways to complete the challenge and allowing players to take risks is so key to a good turn-based combat game. Along with that, allowing the player to make a tactical retreat to regroup would be good too. Wildermyth does this really well, in my opinion.
The other connection I'd like to see more of is a connection to the strategic layer -- for example, take the planning one step even further up and allow for something like sending in one squad to scout and soften up an enemy squad before retreating and allowing a second squad to come in and clean up. That kind of planning would happen on a strategic layer and would play out (or not if it gets disrupted) on the tactical layer.
Thank you for this read!!