Anyone who has ever played GTA* will know how annoying an RPG** with hit-points and levels are. Why? Because they just complicate matters!
Okay, starting from scratch (for absolute beginners) - imagine playing a fighting game on your computer (I'm sure you have). Ever notice a health bar on top of your character. This health bar measures the number of hits your character can take before it faints or dies. When this health bar reaches zero, you lose. Your enemy also has hit-points and the objective of the game is to reduce your enemy's hit-points to zero and not let him do the same to you.
Now, hit-points are really great - they simplify game-play. However, they are just not good enough. Why? Because the person who made the game gave each character in the game arbitrary hit-points due to which a skinny character might have more hit-points than a bulky character (which isn't the way it actually is in real life). In addition, damage is measured in hits, i.e. each attack will take out exactly a certain number of hit-points from the opponent regardless of whether the enemy is wearing armor or not (which is again not the way it actually is in real life).
Another ridiculous concept is levels. Levels basically measure how advanced your character is, i.e. a character with a higher level might be able to do more damage, or use better weapons, or do something he couldn't do before or go somewhere he couldn't go before. However, why do we use levels? Levels are used in MMORPGs*** to allow players who joined later catch up in the game with players who joined earlier.
How does levels do that? Well, let's say that you recently started playing an MMORPG. You initially start playing with a character who's level 1. However, many other people are playing who are of higher levels. Now, initially you have 0 experience. Say to advance from level 1 to level 2, you need 10^2=100 experience. You have 0 experience. So after getting 100 experience, you will get to level 2. Then, to advance from level 2 to level 3, say you need 10^3=1000 experience. You already have 100 experience, so after getting 900 more experience you will advance to level 3.
Thus you can see that as levels increase arithmetically, experience required to advance a level increases geometrically. Therefore, a character with a higher level will need more experience to advance a level that a character with a lower level, which will allow the lower level character to catch up! Bonuses are provided per level, so it's harder for higher level players to get more bonuses. Note: Experience is awarded for the completion of certain tasks.
So what's the problem with levels? Isn't it obvious? It becomes too boring for a higher level player to keep playing the game because he hardly gets any bonuses.
Now, GTA is a game that can hook you on for hours and hours on end - in short, it never gets boring! Why? Because GTA doesn't make use of hit-points or levels.
In GTA, you start of with a very skinny character. Obviously, skinny guys can't take a beating and neither can they hurt people much; thus it can be assumed that your character is of a low level (notice, no numbers involved - what a relief)! As the game progresses, your character gains more muscle mass, can take a greater beating and do more damage (it's assumed that he's of a higher level). Thus, just by looking at the character's physique you come to know whether he's a low level character or a high level character (which is how things are in real life, AWESOME!)
In addition, GTA gets rid of the annoying hit-point system. The health of a character is not directly shown to the gamer (Who wants to read a bunch of numbers in the middle of a battle anyway?) Instead, when a character gets hurt, he's shown to be limping, panting, groaning, etc. (which is exactly what we do when we get hurt in real life, SWEET!) So, it can be assumed that when a character is limping, it's leg is injured, rather than to see a perfectly fine on the verge of dying character walking down the street as if nothing has happened to him!
In addition, damage in GTA isn't measured in hits; it's calculated using the force of the attack and the resistance of the armor. Thus, when a character hits a fully armored soldier, he'll do less damage than when performing the same move on a stuffed bunny rabbit!
As you can see, GTA rocks simply because it follows the principle WYSIWYG**** instead of just telling the gamer that hey this exactly how strong you are and this is how much life you have left (i.e. it shows the gamer, doesn't simply tell the gamer). So now that we have learned how GTA functions, lets get into some of the details of exactly how it works!
Warning: The next few paragraphs contain intense mind-boggling mathematical algorithms, so if you are faint of heart we kindly request you to leave immediately. Thank you!
Note: The following mathematical algorithms have been created by ME and only I hold the copyright to use them freely. If you wish to use them, then please link back to me and give me credit (P.S. it's really not that much I'm asking for). My website is http://my.opera.com/Marionettist
Now, I have already stated that a skinny character will be able to take a lesser beating than a bulky character. Therefore the endurance of a character is directly proportional to his total body mass.
∴ Endurance ∝ Total Body Mass
Taking out the proportionality sign:
∴ Endurance = k * Total Body Mass
Defining the constant of proportionality (k) as 1:
∴ Endurance = 1 * Total Body Mass
∴ Endurance = Total Body Mass (measured in kilograms)
Now, when a character physically attacks something, the attacks with a certain acceleration (i.e. say when he's punching, he brings his fist from 0 velocity to a certain velocity v in a certain time t).
∴ Acceleration (a) = ( v - u ) / t
But u = 0; fist at rest
∴ Acceleration (a) = ( v - 0 ) / t
∴ Acceleration (a) = v / t
The force of the attack is given by the product of the mass and the attack acceleration from the formula Force = mass * acceleration ( F = m * a ).
∴ Attack Force = Mass of Body Part * Attack Acceleration
But, wait a minute, what is the mass of the particular body part, we only know the total body mass! Ah, I have done my homework and I have found out the percentage body mass of each body part, so you can use these in the formula, but remember it's in percentage form so convert it first using the following formula:
Mass of Body Part = ( Percentage Mass of Body Part * Total Body Mass ) / 100
Here are the percentages for an average man and an average woman:
Now that we have calculated the force of the attack, we need to calculate the pressure of the attack. Think of it this way, a sword does more damage when it's used to stab someone, than when used to slash at someone for the same amount of force. Why? Because when we stab someone, all the force is concentrated at the tip of the sword's blade, but when we slash someone, the same amount of force is spread over the length of the sword's blade.
∴ Attack Pressure = Attack Force / Area
∴ Attack Pressure = ( Mass of Body Part * Attack Acceleration ) / Area
From this equation, we can take Attack Acceleration / Area as one single entity because both of these quantities depend upon the weapon or karate move we use. Let's call this entity the Attack Factor.
∴ Attack Factor = Attack Acceleration / Area
∴ Attack Pressure = Mass of Body Part * Attack Factor
∴ Attack Pressure = ( Percentage Mass of Body Part * Total Body Mass * Attack Factor ) / 100
Now that we have found out the algorithms for the attacker, let's determine the algorithms for the defender.
When the attacker punches the defender, his fist is traveling at a certain velocity u which is brought down to 0 by the defender's body and armor, in a certain time t.
∴ Acceleration of defender (a) = ( v - u ) / t
But v = 0; final velocity
∴ Acceleration of defender (a) = ( 0 - u ) / t
∴ Acceleration of defender (a) = - u / t
However, negative acceleration is retardation.
∴ Retardation = u / t
Then, by the formula Force = Mass * Acceleration ( F = m * a )
∴ Force of Defender = Mass * Acceleration of Defender
But Acceleration of Defender is negative.
∴ Force of Defender = Mass * Retardation
Now by Newton's Third Law, every action has an equal and opposite reaction, Force of Attacker = Force of Defender
∴ Force of Attacker = Force of Defender
∴ Force of Attacker = Mass * Retardation
∴ Mass = Force of Attacker / Retardation
Force of Attacker is positive and retardation is negative acceleration. Thus, Mass is negative; but negative mass is damage, since endurance = mass.
∴ Damage = Force of Attacker / Retardation
However, we forgot one point (i.e. the area of force applied).
All materials have a stress vs. strain graph, which shows us exactly how strong that material is. Now consider, the armor of the defender to also have a stress vs. strain graph.
Stress is the pressure applied to the material (in this case the armor). The pressure applied is the attack pressure.
The stress on the material produces a certain strain in the material, which is the change in dimension. The strain has no units and therefore the stress vs. strain graph gives us the attack pressure divided by the corresponding strain.
However, we are more interested in the amount of pressure that the material can absorb per unit damage. Let's call this value, the resistance of the material.
Resistance is measured in Pascals / damage and Attack Pressure is measured in Pascals. Therefore damage can be written as the Attack Pressure divided by the Resistance of the material.
∴ Damage = Attack Pressure / Resistance
Note: The resistance of a material is non-linear since stress vs. strain is non-linear. Therefore, the damage can be calculated by using the function f(x), where f(x) is the strain produced by the stress x.
∴ Damage = f ( Attack Pressure ) [measured in negative kilograms]
Note: The material can only take a certain amount of pressure known as the threshold pressure, after which the material will fracture and the remaining pressure will be directly converted to damage. The damage corresponding to the threshold pressure, is known as threshold damage and it's a constant.
Note: For a person to die using these combat mechanics, only the endurance of a certain fatal body part (such as the head or torso), needs to be brought down to 0.
The endurance of such a body part can be given by:
Endurance of Body Part = Percentage Mass of Body Part * Total Endurance
*GTA - Grand Theft Auto (some people don't know about this )
**RPG - Role Playing Game (and they don't know about this either xD)
***MMORPG - Massive Multiplayer Online Role Playing Game (I just had to say )
****WYSISYG - What You See Is What You Get (Come on, do I have to spell everything out for you? )
mass + acceleration = force so in rl ive seen those with low mass whos force is over 500 lb. because of their acceleration though few have such power its still possible
truly yes gta provides the feel of rl but its still a vid game impossible things can happen i jumped off a skyscraper and lived i was blown up by a bazooka and i was totally fine wen i came out the hospital no matter how gta seems realistic it has impossible feats u go through jumping bridge, fighting the army, and who can forget classic cheats and glitches y? because rl isnt that exciting so vid games spice it up a bit
uuuhm... yea... i really dont care i just go for it if its a video game o.o' though u brang much logic into this rpg's r meant to be fantasy a classic hero triumphs over villain ur logic is basicaly a buzzkill for videogames but in rl yes then we worry about our streghnth if u realize thats why most ppl use coomon sense they notice i cant do this so i wont have u ever seen a 6th grader get ready to go head to head against a college football player no of course not becuz our concious wants us not to do it and our sub concious tells ur body "i cannot handle this" no matter how logical video games r meant to make impossible things possible on them why? a challenge sometimes u crave that feeling of success and rpg r the best and hardest games if u want a challenge and once u conquer that challenge it just makes u feel great. i know logic is important but in rl not vidgames. who wants to play a video game were u always lose or win easily i know im skitsing but think about it. would it be any fun this way how could this be a fun challenge without a challenge -.-' -sigh- but u have ur opinion and i have mine >:] and i challenge ur's why becuz i want that thrill of winning > -sir luxido XD
@Lolguy - By label, do you mean symbols for each variable like, 'r' for resistance and so on? If you do, then that's not really necessary! Oh, and the only equations that are based on assumptions are the endurance equation* and the fracture damage equation**. Every other equation follows the basic laws of physics!
No, this blog is basically an explanation of how combat in RPGs can be made more fun and realistic; GTA is just an example - if you want more examples, try Resident Evil, Call of Duty, Heroes of Might and Magic, Gothic, or Myst. I'm not saying that games like GTA are the best, all I'm saying is that they are more fun (at least for an obsessive gamer like me), because they are more realistic.
I have some advice for you:
If you don't contribute, then you have no business criticizing or advising others. Even if I was advertising GTA, how is that going to affect you? Just don't read!
@Divine Crusader - I wrote this blog myself; I'm sure you won't find the same article on the net with an earlier date!
@J-dog, Flyguy - Thanks for the appreciation!
@Lolguy - Actually, the equations aren't arbitrary; they were formulated based on a logical thesis!
@Arctrainian -
1. Sorry, I didn't understand what you were trying to say! :?
2. Oblivion was a great game (I didn't say all RPGs were bad), but I didn't quite enjoy Morrowind! :
3. Firstly, NO GAME'S IMPOSSIBLE - it's just difficult; secondly, before the final release we make sure that the game is difficult enough for the gamer's enjoyment but not so difficult that the gamer gives up - what do you think alpha and beta releases are for? 4. I know that GTA is an RPG; that's why I used it as an example! :o
5. Firstly, if you wear the right armor one shot won't kill you (unless you were hit in the head); secondly, it's really hard to get hit in the head (I'm a game programmer - I define the game code, and make it difficult to win the game, NOT IMPOSSIBLE)!