Thursday, November 19, 2015

Ten Tips to Improve Fire Emblem # 3: Map Design

                  So before I begin I highly recommend that everybody see Mangs’ video about map design. It’s very well put together and it brings up a lot of good points that go into making a map:



                  For those of you who read my post titled “Extra Thoughts and listed 3 maps with good map design and 3 maps with bad design I thank you very much for that. My intention is to look at the top 3 games which in my opinion have the best map design and the worst map design. Hopefully by analyzing what previous games have done right and wrong we can learn from them as we move forward when it comes towards making better maps.

Top 3 Games with the Best Map Designs
               Fire Emblem 3 / 12: Mystery & New Mystery of the Emblem
   Fire Emblem Thracia 776
         Fire Emblem Radiant Dawn  

Top 3 Games with the Worst Map Designs
   Fire Emblem 2: Gaiden
                                             Fire Emblem Genealogy of the Holy War
     Fire Emblem Awakening

What Fire Emblem 3 / 12 Got Right
  • Best enemy placement in the series. (Especially FE 12)
  • FE 12 has the best Enemy A.I. in the series.
  • Reinforcements are implemented well and encourage the player to keep moving forward
  • Choke-points and terrain are implemented well
  • Side objectives are executed creatively
  • Both games had unique gimmicks and ideas (like the usage of Gra and Archanea’s troops in Chapter 17)
  • Fire Emblem 3 added dismounting, which helped to keep mounted units from totally dominating the game



What Thracia 776 got right
  • Ballista placement is excellent. Since ballistae are powerful and accurate you actually have to worry about them.
  • Best Escape chapters in the entire series.
  • Terrain is well implemented
  • Thracia also used the dismounting system that Fire Emblem 3 invented.
  • Multiple maps give alternative routes to victory
  • Side objectives are well implemented
  • Chapter 14 is one of the best defense chapters in the game
  • The maps gave a fantastic feeling that you were commanding a small, underfunded army that was going up against a better disciplined, better organized and better funded empire that was hell-bent on destroying you



What Radiant Dawn got right
  • Different victory conditions ensured varied strategies
  • Elevated terrain had interesting implications and helped the player put thought into his / her positioning
  • Elincia’s Gambit rivals Chapter 14 of Thracia 776 in terms of “Best Defense Level” in the series. 3 - 13 is also really good too
  • The game gives the player that feeling that they’re fighting in an epic war.
  • The player is often pulled in multiple directions
  • Decent enemy formations

Can anyone guess which map this is?


What Gaiden got wrong
  • Having rout be the game’s only objective means that the strategy is watered down and super simplified requiring significantly less thought from the player.
  • Terrain is rarely used in any of the maps. In the few maps that do use it, terrain rarely makes a meaningful impact on the strategy of the level
  • Lots of big, open, empty fields
  • Low enemy density in a game where weaksauce enemies are the norm
  • Game does not punish turtling
  • Game does not provide secondary objectives at all
  • There are two mazes near the end of the game that are frustrating to navigate and both are a colossal pain in the butt.
  • No interesting gimmicks are implemented in any of the levels.
  • Game does not provide any side objectives whatsoever 



What Holy War got wrong
  • Gigantic maps exacerbate the dominance that mounted and flying units have over unmounted units earning this game the nickname of “Genealogy of the Horsey War”
  • Poor implementation of terrain
  • Having the same objective waters down and simplifies the strategy of the game requiring little thought of the player.
  • The closest thing the game comes to having meaningful side objectives include sending fliers over to random villages or pulling a Hail Mary to get to a certain enemy. In essence, they require little thought on the part of the player.
  • Silesia and the Augustria chapters force the player to do an unholy amount of backtracking that’s tedious and irritating to deal with. 


What Awakening does wrong
  • Despite more objectives than Holy War or Gaiden the strategy is mostly the same for the entire game, requiring little thought on the part of the player (there’s a reason why I keep using this phrase over and over again. Can you see what I’m getting at here?)
  • Lots of big, open, empty fields.
  • Lack of meaningful side objectives for the majority of the game.
  • The AI in this game makes enemies act like zombies. They will rush at you with no regard for their safety which make them predictable and in some cases kind of stupid.
  • Rarely is the player punished for turtling



            So as you probably noticed, I repeated myself a lot when talking about what these games did right and did wrong. This should give you a good idea about what goes into making a good map. There are multiple elements that go into a good map, and good maps come in different shapes and sizes. The important thing here is to ask yourself how certain choices affect the player’s strategy. What are the components of well designed map you may ask? Well….

                For starters, there needs to be thoughtful enemy positioning. Something that FE 12 does really well is having multiple enemy units be in range of each other. If you attack one enemy unit chances are you’ll be in another enemy’s range so instead of having to fight against one enemy unit you now have to fight against 2 or 3. This forces the player to consider the consequences of each of their moves because it’s very easy to mess up in the harder difficulties of Fire Emblem 12. Long range enemy weapons like ballista, status staves and siege tomes when utilized properly can help to act as a deterrent to the player’s advancement. Flying units (especially wyvern knights) can successfully serve this purpose too.

                   Another element of enemy positioning involves placing them in groups or formations that the player has to deal with. It’s easy to take out a small handful of enemies, but an actual army on the other hand is a different story altogether. It’s also important to think about what units make up this army or formation that the player has to break. If a group of pegasus knights charges at you, you could deal with them using armor knights, paladins or you could bait them out and then snipe them out of the sky with archers. By contrast, if this formation consists of pegasus knights, swordmasters and a few mages then that’s an entirely different story altogether. Enemies in general are a lot more difficult to deal with when they travel in tight formations or straight-up armies.


              Another defining characteristic of map design comes in the form of secondary objectives. Secondary objectives are when the game designer provides additional goals for the player to achieve that aren’t necessary toward completing the game, but they do add spice and creativity to a map. When done properly they provide incentives for the player to act in a certain way. Examples of secondary objectives are:

  1. Treasure chests / villages: Sure they’re usually not crucial toward beating the game, but who the heck wants to skip out on that? They usually provide the player with sweet weapons, stat-boosters and in the case of villages they can often provide recruitable characters. It works even better when the map places a thief or a brigand in a hard to get to spot in the map which is a critical component of doing this right. YOU NEED TO PROVIDE AN OBSTACLE TO THE PLAYER! If you don’t do this then there’s no incentive to rush and the purpose behind placing the treasure chest is all but completely lost.

 
  1. Recruitable characters: Everybody with a heart and soul (a.k.a. not yours truly since I am an evil Sith Emperor who has no qualms killing off worthless scrubs like Matthis. Mua! Ha! Ha! Ha!) wants to recruit every playable character in the game. This can provide a nice tricky element to the game since you can’t kill these units off and yet at the same time you don’t want to be killed off by them either. One prevalent example that comes to mind is when trying to recruit Ayra in Fire Emblem 4. Recruiting Ayra is a tricky business since you have to lure her away from the castle without killing, or being killed by, her while also conquering the castle. Many new players (including myself a long time ago) found this process difficult. That being said, you don’t want to make the recruitable characters’ requirement too convoluted otherwise you just get Xavier from FE 5 who’s recruitment is so frustrating and rage-inducing that most players don’t even bother trying to recruit him.


  1. Rescuing NPCs: Another way to create a good side objective is to have the player rescue a poor, helpless NPC. In order to do this properly you need to give the player a proper incentive to rescue them. Holy War executes this concept the best since rescuing NPCs gave the rescuer a free level-up. A poor way to do this is to have the NPCs run towards enemy units like Paralogue 3 in Awakening. What’s even worse is that if you save a second and a third villager all you get is a log and a ladle respectively. Are you kidding me? That’s what I get for risking my butt to rescue those imbeciles? Well screw that nonsense! Those pot-heads can go ahead and kill themselves for all I care. 

5 comments:

  1. Awakening is one of my favorite Fire Emblem games, but man did the map design kept me from ranking it higher than PoR.

    Most of these points are actually legit. I would love to have smart AI in FE games, and strong enemies to encourage clearing a map faster. Thracia and FE3/12 did this right. And RD had ledges, that is an underrated feature that rules. It's small stuff that makes me love said games.

    Placement > OP stats. I love that even with capped stats, you can still get killed. That is smart decision making. Which is why awakening doesnt rank higher imo

    As for Gaiden. I have nearly no interest in that game, i may play it someday. But from the looks of it, everything you say is on point. You forgot to mention (i think Ronaldo Villanueva pointed this out) that this game forces the player to grind to make maps tolerable for themselves.

    Holy War. Maps are huge, but i do want to get back to it since idk. I like the game

    -Guy with a Linde profile photo (Blaine)

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  2. Did you know that apparently your opinion is invalid simply for claiming Elincia's Gambit is a good map? Some people say so here:
    https://www.reddit.com/r/fireemblem/comments/5y1sm1/my_concern_with_intsys_prioritiesdesign_choices/

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    1. Interestingly enough, my opinions have changed since I wrote this post. This post in particular is about 2 years old. In other words, many of the claims I make here are no longer my actual views.

      A lot has transpired since then. For one thing, I don't believe that Elincia's Gambit is a well designed map. Nor do I believe that Radiant Dawn is in the Top 3 for Best Map Designs.

      Also, those two individuals are pricks for claiming that two of my statements automatically invalidate everything I say. They don't. 2 wrong statements don't invalidate 8 correct ones.

      It doesn't show much in the way of maturity to say stuff like that and the fact that they don't address any of my other points is problematic to say the least. That being said I should probably make a post explaining my current views, as this post is 2 years old.

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    2. Saw your post about elitism. I originally made a comment there but I deleted it to make an updated version because Blogger doesn't let me edit but now for some reason I can't try to comment on the elitism post. Blogger simply won't load up the comment form or anything.

      Here's the updated version that I'd be wanting to post:

      Both sides have their faults. By stereotype, the old fans want challenge at any cost and will try to claim it's their way or the highway; and the fresh blood will be lurid just to enjoy what they get. Of course, this proves how problematic it is that too many people fall under and thereby contribute to stereotypes.

      I think a key factor is how.....stentorian Fire Emblem is and pretty much has always been even before Awakening. I have remarked before on YouTube how people get so attracted to loud stuff, even when it's clearly just loud for its own sake. It's how I feel about the Nintendo Switch, and it's how some people I know feel about Donald Trump, not something I blame them about of course. Fire Emblem having excessive attempts to appeal to the audience has come at the cost of maintenance of its integrity, something that has actively turned off a friend of mine on Skype from considering playing Fire Emblem. Marth's design in SSBM and the resulting elitism to accommodate it doesn't help matters either, given how brain-dead in usability Marth manages to be even in Smash 4.

      You can see why for example people were saying "good riddance" to face-rubbing, finding it to be just material that is lewd for its own sake that Nintendo of Japan thought wouldn't be questionable at best because apparently 18+ sites don't already exist.

      Fire Emblem needs to have working counterbalance to its energy more than anything to catch its biggest problems. Otherwise, it is all too likely to make the same brand of mistakes that Kid Icarus Uprising did. I recently did a blog post that uses its penultimate chapter as explanation of its own problems:
      https://warriorsuprising.wordpress.com/2017/03/09/chapter-24s-inane-existence/
      There's an old saying: those who don't learn from history are doomed to repeat it. And Fire Emblem is at high risk of not learning from Kid Icarus Uprising's mistakes.

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  3. I should probably do post that analyzes all map designs from games who don't have awful maps.

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