Monday, April 17, 2017

Darkest Dungeon

I really have no idea why I put off buying Darkest Dungeon, nor why I've put off updating this blog. The answer for both is probably the same - I was busy with class, replaying Medieval II: Total War, and trying out Endless Legend. All are very fun games, and at least two of these are objectively "well-designed" games. M2TW is fun, but there's a fundamental contradiction in the game, in which you want to manipulate the strategic layer to avoid having to fight the tactical battles. This is accomplished by only attacking with overwhelming force, and only going into tactical battles when the odds are a coin-toss or a superior foe has forced your hand.

Back to the original topic. In an earlier blog entry, I mused about a compromise system for tactical battles that abstracts the "grid" that is common to many tactical games, whether based on squares, hexes, or pixels. Instead, the focus is on ranks or ranges.

Darkest Dungeon's system is firmly rooted in the "ranks" idea, as heroes and foes' abilities can often only be activated in certain ranks (out of four) and often only target those in certain ranks (again, out of four). Some characters are only effective in certain ranks (such as the Leper or Arbalest). Other heroes change role, depending on where they're placed in marching order (the Man-at-Arms can be kitted out for a frontline tank role or rearguard leader role, buffing and de-buffing). Still others move in rank during fights, shifting position with their various skills used (Bard, Highwayman, Grave-Robber).

Monsters will do this too, so it behooves the wise player to push melee enemies back and pull archers or spellcasters forward to limit their attacks. Suffice to say, I'm completely enthused with this game!

One way in which a system like this could go farther would be in breaking ranks. Much like football or similar games, decisive moments occur in which a line is broken. In combat terms, this would historically be a line of shields, pole-arms, and field fortifications like stakes, pits, or the ever-reliable stakes-in-pit-filled-with-poo.

My fantasy idea of Darkest Dungeon II could incorporate these elements, with a fifth (or fourth) party position reserved for a flanker/skirmisher/berserker operating out of formation, either protecting the party's flanks, harassing, or breaking through the enemy's front lines, wildly attacking those behind. These ideas may form up again at some point in my brain after I finish my final exam next week for my Remote Sensing class.