{"id":116178,"date":"2020-07-31T18:40:00","date_gmt":"2020-07-31T18:40:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/367429"},"modified":"2020-07-31T18:40:00","modified_gmt":"2020-07-31T18:40:00","slug":"dont-miss-making-the-tactics-genre-more-accessible-less-intimidating-in-fae-tactics","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2020\/07\/31\/dont-miss-making-the-tactics-genre-more-accessible-less-intimidating-in-fae-tactics\/","title":{"rendered":"Don&#8217;t Miss: Making the tactics genre more accessible &amp; less intimidating in Fae Tactics"},"content":{"rendered":"<p dir=\"ltr\"><span id=\"docs-internal-guid-55f8102e-7fff-fa8e-d78e-9c894e4f5492\">The tactical&nbsp;strategy genre is sacred ground. Plenty of developers have tried their hand at the genre but few can get out of the shadow of fabled franchises like <em>Fire Emblem<\/em>, <em>Advance&nbsp;Wars<\/em>, and <em>Final Fantasy Tactics<\/em>. It\u2019s a wonder that we\u2019ve seen <em>Wargroove<\/em> and <em>Into the Breach<\/em> in the last two years &#8212; two incredible games with nods to tactics games of the past, but with their own unique flavor.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-55f8102e-7fff-fa8e-d78e-9c894e4f5492\">Those classic franchises are so hard to overcome for two reasons:&nbsp;the first is that rose-tinted glasses prevent a lot of fans from remembering the issues those games had, and second is that those issues are difficult for designers to overcome.<\/span><\/p>\n<p dir=\"ltr\"><span><a href=\"https:\/\/store.steampowered.com\/app\/995980\/Fae_Tactics\/\"><em>Fae Tactics<\/em><\/a>, a grid-based strategy game by Endlessfluff Games duo Carolina Moya and Kyron Ramsey, is trying to buck this trend by combining the best elements from the Japanese games that inspired them. Their intention is to mesh&nbsp;features from <em>Final Fantasy Tactics<\/em>, <em>Fire Emblem<\/em>, and <em>Advance Wars<\/em> while addressing their issues as well. &nbsp;<\/span><\/p>\n<p><span id=\"docs-internal-guid-55f8102e-7fff-fa8e-d78e-9c894e4f5492\">\u201cEverything in the strategy format has pros and cons in how it\u2019s presented. <strong>One of the main ways we wanted to approach the genre was through menu-less, seamless gameplay<\/strong>.\u201d Ramsey said. \u201cWhen you play <em>Final Fantasy Tactics<\/em> the combat animations are satisfying but not too long. The ones in <em>Fire Emblem<\/em> take so long that you end up turning them off.\u201d<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt height=\"363\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/08\/dont-miss-making-the-tactics-genre-more-accessible-less-intimidating-in-fae-tactics.jpg\" width=\"646\"><\/p>\n<p><span id=\"docs-internal-guid-55f8102e-7fff-fa8e-d78e-9c894e4f5492\">\u201c<em>Fire Emblem<\/em> is very simple though, all the info is conveyed by the units type and where they are on the map,\u201d he added. \u201cBut in <em>Tactics<\/em> you have to scroll through a series of menus to get all that info. Our approach is a combination of both.\u201d<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-55f8102e-7fff-fa8e-d78e-9c894e4f5492\">That mentality is at the core of <em>Fae Tactics<\/em>&#8212; creating a <em>Final Fantasy Tactics<\/em>-like experience without the menu surfing or the lengthy <em>Fire <\/em><em>Emblem<\/em>-esque battle sequences. It\u2019s something Kryon and Moya believe is the strongest part of <em>Fae Tactics<\/em>, as it helps the entire game be smoother and more approachable. Everything from the uniquely-designed character models and animations to the deep combat is all clear from a glance. <\/span><\/p>\n<p><span id=\"docs-internal-guid-55f8102e-7fff-fa8e-d78e-9c894e4f5492\">\u201c[Interactions] are&nbsp;all within a few clicks,\u201d Moya said. \u201cIt\u2019s very easy to get into.\u201d<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-55f8102e-7fff-fa8e-d78e-9c894e4f5492\">In order for the menu-free system to work, Ramsey and Moya needed to create a way for players to easily digest all the required info without cutting to any other screens. Status ailments and buffs, character and attack types, height and environmental effects all had to be discernible without causing confusion.<\/span><\/p>\n<p dir=\"ltr\"><span>\u201cFiguring out how to display certain bits of information was challenging at the beginning,\u201d Moya said. \u201cAt first we had a little ticker go by on the bottom of the screen, like you see on CNN, that taught people how to do certain things. We eventually changed that to small icons near the characters profile image.\u201d<\/span><\/p>\n<p><span id=\"docs-internal-guid-55f8102e-7fff-fa8e-d78e-9c894e4f5492\">While icons can be useful, too many of them can clog up a screen, turning it into a cluttered mess. Instead, Ramsey and Moya created environments and characters with a wide set of animations and detail so their actions and appearances convey enough information on their own. Environments are three-dimensional, with varying types of terrain and elevation that units visibly interact with. Character designs clearly depict a unit&#8217;s type and abilities.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-55f8102e-7fff-fa8e-d78e-9c894e4f5492\">It\u2019s clear when a unit is standing in water, when they\u2019re at a height disadvantage, or when they are about to turn invisible. The issue came when trying to display all the intricacies of combat easily as well.<\/span><\/p>\n<p dir=\"ltr\"><span>\u201cThe part of the menuless system is that all your commands are context-based,\u201d Ramsey said. \u201cIt\u2019s like the positioning in <em>Final Fantasy Tactics<\/em>. A sword wielder with the high ground isn\u2019t intimidating, it\u2019s intimidating if he has a bow. <strong>The main challenge was having a player remember the all that context when it gets more complicated.<\/strong>\u201d<\/span><\/p>\n<p> <img loading=\"lazy\" decoding=\"async\" alt height=\"363\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/08\/dont-miss-making-the-tactics-genre-more-accessible-less-intimidating-in-fae-tactics-1.jpg\" width=\"646\"> <\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-55f8102e-7fff-fa8e-d78e-9c894e4f5492\">Ramsey and Moya did a few things to make&nbsp;<em>Fae Tactics&#8217; <\/em>complexities&nbsp;easier to digest and retain. There is a mixture of both leader units, similar to <em>Wargroove<\/em>\u2019s main characters, and summon units, and Pokemon-like units that are more akin to the disposable troops you find in <em>Advance Wars<\/em>.<\/span><\/p>\n<p dir=\"ltr\"><span>\u201cSummon units originated from a deck-building concept,\u201d Ramsey said. \u201cWe started out with the idea that you\u2019d build your team with a deck of cards, but after a bunch of testing we realized there was too much randomness tied to that.\u201d<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-55f8102e-7fff-fa8e-d78e-9c894e4f5492\">While there is a variety of unit types, <em>Fae Tactics<\/em> limits a team to only six for each battle with three leader units and three summoned units. Summoned units, like every other element of the game, are collected during battle for use in the next mission.<\/span><\/p>\n<p dir=\"ltr\"><span>\u201c<strong>One part of limiting [the number of units per team] is that&nbsp;the choice of units you bring is a lot more meaningful. <\/strong>If you had the ability to bring more than you could build a superteam that\u2019d could deal with anything. The way this works is you can see what\u2019s on the field and adjust accordingly.\u201d<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-55f8102e-7fff-fa8e-d78e-9c894e4f5492\">Although <em>Fae Tactics<\/em> has more than 40 unique units, multiple main characters, eight different elemental types, and other combat mechanics, Moya and Ramsey took steps to make each one distinguishable on the battlefield.<\/span><\/p>\n<p dir=\"ltr\"><span>\u201cEvery unit is the same base model instead of having classes, although every unit is different,\u201d Ramsey said. \u201cEach summoning unit has a completely unique model with its appearance and attack animations. Our player units are especially unique, since they are things like a young dog, a girl, and a bird.\u201d<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-55f8102e-7fff-fa8e-d78e-9c894e4f5492\">\u201cIt\u2019s more approachable,\u201d Moya added. \u201cIt\u2019s not like having a soldier, cleric, or wizard.\u201d<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-55f8102e-7fff-fa8e-d78e-9c894e4f5492\">Many of these choices were made with the menu-free gameplay in mind, and&nbsp;Ramsey and Moya wanted deep gameplay that wasn\u2019t intimidating. Although the game doesn\u2019t come out until later in 2019, the systems they\u2019ve built already make tactical strategy easier to understand. For example, only one status ailment can be used at a time &#8212; so adding a buff to one of your units will automatically remove a poison effect. <\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-55f8102e-7fff-fa8e-d78e-9c894e4f5492\">\u201cThere is a trade off for everything,\u201d Ramsey said, &#8220;but we\u2019ve put enough effort in to make the consequences of those tradeoffs less drastic.\u201d<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-55f8102e-7fff-fa8e-d78e-9c894e4f5492\"><em>Fae Tactics&nbsp;<\/em>has striking visual design, which makes sense, as Ramsey and Moya&nbsp;are visual artists. Designing beautiful cutaway animations and other elements can be a real joy &#8212; but they\u2019re not useful to the game without proper implementation. \u201cWe\u2019re artists first, we came into game design as artists,\u201d Moya said. \u201cWe love artwork and animations &#8212; but we\u2019re always focused on gameplay first. We want to get to the action first before we get to the flair.\u201d<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The tactical&nbsp;strategy genre is sacred ground. Plenty of developers have tried their hand at the genre but few can get out of the shadow of fabled franchises like Fire Emblem, Advance&nbsp;Wars, and Final Fantasy Tactics. It\u2019s a wonder that we\u2019ve seen Wargroove and Into the Breach in the last two years &#8212; two incredible games [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":116179,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-116178","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/116178","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=116178"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/116178\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/116179"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=116178"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=116178"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=116178"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}