More Game Play Insight from the Questions You Asked
Below are some answers to your questions. Note that this is all based on my original iOS/Android game design, so the ideas here are coming to the game whether or not the Playdek Kickstarter is successful. Thanks! -Matsuno
Q: “Will the overall game play be an open-world feel with tactical battles or more like the 'going between towns on a road' feel like FFT?”
A: Though the world map will look like FFT and TO’s, with various towns, strongholds, and the like, as the focus of this game will be participating in slices of history, the player will not move from town to town, but from time to time. At any given time, you will have a range of “scenarios” (i.e. battles) to choose from.
Q: Will there be random battles or will we see the monsters/enemies and be given a choice to charge at them or try to get around them?”
A: Since the player will be choosing which battles to participate in, there won’t be random battles or an evasion mechanic.
Q: “Will there be side quests available?"
A: Not at launch, but side quests will certainly be part of the expansion material we make available in the months following release.
Q: Will there be some level of exploration; along with that if there is will there be a treasure hunting system where you will be able to find and open chests?"
A: There won’t be a separate game mode for finding treasures, but you’ll be able to find them during battles as with previous games.
Q: “FFTA and FFTA2 moved away from Charge/cast times, which I felt heavily took away from the depth of those games. Will Charge/Cast times be a core component of this game? One of my favorite mechanics in FFT was casting time."
A: Sorry, there won’t be casting times in this game.In fact, the reason why FFT included a casting time system at all was to allow the game time to load graphic effects. This was a necessary consideration due to PlayStation loading times and memory concerns. Speaking as a developer back in those days, I can tell you that we weren’t happy with it.
Q: “During battles will there be randomized events that happen differently each time, such as a third army come to take advantage and attempt to kill both sides?”
A: As the central story concept of this game is to “replay” battles that took place in the history of the world, there won’t be truly random events during battle. However, you could well find yourself surprised by unexpected events, like the arrival of a new army, that went unrecorded by the chroniclers of the day.
Q: “Will enemies scale with you or will they remain a constant level?”
A: Enemy level will be constant. However, there will be five difficulty levels for each stage. Clearing an episode once on the easiest level will unlock the next difficulty level. Though the story of each stage will remain the same on subsequent plays, enemies will be both stronger, and in some cases, entirely different, requiring new strategies of the player. Higher difficulty stages will also give more powerful items as rewards.
Q:“The amount of experimental ideas for tactics type games that haven't been explored is insane . . . I’d love to see more clever uses of altitude in the combat field, as in, going beyond simply giving straight up more advantage to those that have the higher ground."
A: No details on this yet, but it’s definitely something I’d like to explore.
Q: “The "World" system from PSP remake of Tactics Ogre: Let Us Cling Together is a fantastic mechanic that I hope can be incorporated in this project.”
A: While it won’t be exactly the same as the World system from TO:LUCT, there’s some similarity in how you will be able to travel freely through different points in the game story’s history.
We hope you enjoyed reading these answers to your questions, and we hope that you continue to share your comments and questions with us about the game!
We have some great things planned over these next few days such as another AMA with Jeff Garstecki, Playdek’s Chief Creative Officer, a live Ustream with Joel Goodman, and more game information so stay tuned!