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Turn-Based Tactical design fundamentals
and a handful of tips
Kacper Szymczak
ABOUT ME
● 6 years as Multiplayer Designer at Techland
○ Call of Juarez 1,2,3
● 7 years as Lead Designer at CreativeForge Games
○ Hard West, Phantom Doctrine
● 2+ years as Creative Director/CEO at Artificer
○ working on our first turn-based tactical game
Hard West
Phantom Doctrine
ABOUT ARTIFICER
● Measure twice, cut once.
● The best studio for ambitious creatives.
● Without any personal sacrifices.
● Always hiring!
WHAT I MEAN BY TURN BASED TACTICAL
● Turn order
● Multiple characters
● Spatial positioning
● Primarily about combat
IMPORTANT REFERENCES
MUST KNOW
● Essential gaming
● Core of the genre
● Key to understanding what makes a good turn-based game
Xcom 2
Jagged Alliance 2
Into the Breach
Battle Brothers
SHOULD KNOW
● Interesting in their own regard
● Will expand your perspective
Gears Tactics
Valkyria Chronicles
Mutant: Year Zero
Invisible Inc.
OTHER HONORABLE MENTIONS
Mario + Rabbids BATTLETECH
Banner Saga
Phoenix Point
OTHER HONORABLE MENTIONS
Wargroove Fell Seal: Arbiter’s Mark
Warhammer: Mechanicus
Fallout Tactics
FUNDAMENTAL SYSTEMS
GRID SYSTEM
GRID SYSTEM
Squares Hexes
Square grid
● Xcom
● Jagged Alliance 2
● Into the Breach
● Invisible Inc.
● Mutant: Year Zero
● Mario + Rabbids
● Banner Saga
● Phoenix Point
● Wargroove
● Fell Seal
● Warhammer: Mechanicus
● Fallout Tactics
Square grid
● Line of sight/line of fire fairly easy to read
● Good for blocky buildings, interiors
● Not so good for irregularly-shaped environment
Square grid
● Tricky adjacency - different distances to adjacent tiles
Square grid
● Good fit for urban areas
● Bad fit for outdoors, nature
● Good fit for gun-based games
● Bad fit for melee-based games
Hex grid
● Battle Brothers
● BATTLETECH
Hex grid
● Not good for regular-shaped environments
Hex grid
● Good for natural environment
● Good for big scale
Hex grid
● Not great for ranged combat -
unclear line of sight
Hex grid
● Adjacency convenient for melee combat
No grid
● Gears Tactics
● Valkyria Chronicles
No grid
● State of the art
● Mass-market potential
● Can be expensive,
especially with a simplified
cover system
● Gimmick?
ACTION POINT SYSTEM
ACTION POINT SYSTEM
● Simplified (~2 AP)
● Lots of AP
● Hybrid
● Real-time-ish
● Xcom 2
● Gears Tactics
● Into the Breach
● Mutant: Year Zero
● Mario + Rabbids
Simplified (~2 AP)
Simplified (~2 AP)
● Easy to comprehend
● No math to do
● Don’t have to memorize AP costs
● Never left with a remaining handful of useless APs
● No room for subtleties
● Unfit for deep simulations
● Good enough for most games
● Fast play
Lots of AP
● Jagged Alliance 2
● Battle Brothers
● Invisible Inc.
● Room for depth
● Slower play
● AP costs to remember
● Occasional remaining points
● Micromanagement can be tiring, especially in end-game
● Good for simulations
● Nerds love it, general public probably not so much
Lots of AP
Hybrid
Phoenix Point hybrid system:
● Small number of APs (4)
● Most actions take 2AP
● APs can be depleted partially
(movement)
APs are depleted partially
for a shorter move
Hybrid
● Rewards slow movement, slows the game down
● Deceptively simple, but not intuitive
● Added depth not a good deal for loss of simplicity
● Interesting design idea
● Not sure if worth it
Fallout Tactics:
● Medium-sized AP pools
● Issue orders in real-time
(as long as there are APs)
● APs replenish in real-time
Real-time-ish
Real-time-ish
● Loses the benefits of real-time - its sluggish
● Loses the benefits of turn-based - no time to think
● Dead end?
● Doubtful if worth exploring
TURN ORDER SYSTEM
TURN ORDER SYSTEM
● Turn per side
● Timeline with turns
● Continuous timeline
● Limited number of character per side each turn
Turn per side
● Xcom
● Jagged Alliance 2
● Into the Breach
● Mutant: Year Zero
● Invisible Inc.
● Gears Tactics
● Valkyria Chronicles
● BATTLETECH
● Mario + Rabbids
Turn per side
● Simple, common
● Little interruption, easy to execute a plan, easy to combo attacks/abilities
● Sluggish with lots of units
● Not great for huge battles
● Good for synergy
Timeline with turns
● In a turn, all units acts based on their Initiative stat
● Every unit acts once
● Battle Brothers
● Warhammer: Mechanicus
No more units,
turn ends here
Timeline with turns
● Battle is played one unit at a time
● Focus on the next big threat on timeline
● Unaffected by scale
● Great for huge battles
● Because of interruptions, not great for planning and synergy; reactionary
Continuous timeline
● Similar to timeline
● Initiative is also a cooldown
● There are no turns
● Fell Seal: Arbiter’s Mark
Continuous timeline
Compared to timeline with turns:
● initiative benefits can stack
● faster units can skip over slower units
Limited number of character per side each turn
● Player picks one character to move.
● Then the enemy picks one character to move.
● Skyshine's BEDLAM
Limited number of character per side each turn
● Game narrows down to ~2 units
● The reason it works in chess is units remain unengaged for most of the time,
and when they do, the engagement is instant
COVER SYSTEM
COVER SYSTEM
● Simplified
● Simulation
● Line-of-Sight only
Simplified
● Xcom
● Gears Tactics
● Mutant: Year Zero
● Mario + Rabbids
Simplified
● Accessible, readable
● Can feel counterintuitive at times
● Can generate silly situations (as with all
simplifications)
● Good for games about guns
● Mainstream appeal
Simulation
● Jagged Alliance 2
● Phoenix Point
Simulation
● Deep
● Can be hard to read
● Naturalistic
● Implementation has to be perfect to work; can be demanding
● Nerds love it
● For deep games about guns
Line-of-Sight only
● Cover merely defines lines of sight
● No added benefit from cover
● Battle Brothers
● Into the Breach
● Very simple
● No depth
● Units roam more
● Symmetrical
● For melee games with an occasional bow
● Good if you don’t want to bother with covers in environment
Line-of-Sight only
ORIENTATION SYSTEM
ORIENTATION SYSTEM
● Always
● Never
● Sometimes
Full orientation
● Jagged Alliance 2
● Fell Seal
Full orientation
● Room for depth (backstabbing)
● Additional micromanagement
● Positioning can look weird
● Detrimental to visuals (limitations in idle animations, no cover-sticking)
No orientation
● Xcom
● Mutant: Year Zero
● Mario + Rabbids
No orientation
● Simple, quick
● Limited depth
● Looks great
● Some silly cases
● Overwatch hard to balance
Occasional orientation
● Phantom Doctrine
● Gears Tactics
● Defensive play more interesting
● Better overwatch balance
● Visuals can be tricky (grid, overlapping cones)
● Overall - great
● If you have guns and overwatch, this is they way to do it
Occasional orientation
TIPS
READABLE COVER
● Make cover readable at first glance.
● Your cover assets should all be blocky.
● Not all environment contexts will lend themselves to this.
TIME SPENT THINKING, NOT WAITING
Don't make the player wait.
Your two main challenges:
● Fast execution of orders
● Short enemy turns
Solutions:
● Make all actions as fast as possible
● Simultaneous orders (Xcom)
● Fast forward (MYZ)
● Fewer units (smaller scale, or relying on reinforcements)
DON'T OVERDO HALF COVER
If there are walls nearby, treat half-cover as decor.
ATTACK AFTER MOVE SLOWS DOWN THE GAME
● Moving after attack enables hit and run
● Hit and run is best countered by overwatch
● Both hit and run and overwatch are defensive plays
GET YOUR SCALE RIGHT: FIT IT INTO THE SCREEN
● Make gun ranges as big as how much level you see on the screen
● Fit arenas/chokepoints on the screen
THE IMPORTANCE OF LINE-OF-SIGHT BREAK
● Triple walls = safe places
● You need safe places to give room for your
healing, support abilities
● They allow you to organize the space -
players tend to conquer the level from one
safe area to another
3 full covers -
the only truly safe spot
TURN-BASED TACTICAL = RISK MANAGEMENT
● Random chance doesn’t mean that ANYTHING can happen
● Make risk manageable
● It’s ok for a flimsy plan to fail (20% can always miss)
● It’s not ok for a great plan to fail miserably (90% should never miss)
DO YOU REALLY NEED ELEVATION?
● No
● You need visual verticality instead
ABILITIES ARE KING
● Don’t cut corners or save resources on abilities
● One good ability can make the whole game click
End.

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Turn based tactical design fundamentals and a handful of tips - takeaway version

  • 1. Turn-Based Tactical design fundamentals and a handful of tips Kacper Szymczak
  • 2. ABOUT ME ● 6 years as Multiplayer Designer at Techland ○ Call of Juarez 1,2,3 ● 7 years as Lead Designer at CreativeForge Games ○ Hard West, Phantom Doctrine ● 2+ years as Creative Director/CEO at Artificer ○ working on our first turn-based tactical game
  • 5. ABOUT ARTIFICER ● Measure twice, cut once. ● The best studio for ambitious creatives. ● Without any personal sacrifices. ● Always hiring!
  • 6. WHAT I MEAN BY TURN BASED TACTICAL ● Turn order ● Multiple characters ● Spatial positioning ● Primarily about combat
  • 8. MUST KNOW ● Essential gaming ● Core of the genre ● Key to understanding what makes a good turn-based game
  • 13. SHOULD KNOW ● Interesting in their own regard ● Will expand your perspective
  • 18. OTHER HONORABLE MENTIONS Mario + Rabbids BATTLETECH Banner Saga Phoenix Point
  • 19. OTHER HONORABLE MENTIONS Wargroove Fell Seal: Arbiter’s Mark Warhammer: Mechanicus Fallout Tactics
  • 23. Square grid ● Xcom ● Jagged Alliance 2 ● Into the Breach ● Invisible Inc. ● Mutant: Year Zero ● Mario + Rabbids ● Banner Saga ● Phoenix Point ● Wargroove ● Fell Seal ● Warhammer: Mechanicus ● Fallout Tactics
  • 24. Square grid ● Line of sight/line of fire fairly easy to read ● Good for blocky buildings, interiors ● Not so good for irregularly-shaped environment
  • 25. Square grid ● Tricky adjacency - different distances to adjacent tiles
  • 26. Square grid ● Good fit for urban areas ● Bad fit for outdoors, nature ● Good fit for gun-based games ● Bad fit for melee-based games
  • 27. Hex grid ● Battle Brothers ● BATTLETECH
  • 28. Hex grid ● Not good for regular-shaped environments
  • 29. Hex grid ● Good for natural environment ● Good for big scale
  • 30. Hex grid ● Not great for ranged combat - unclear line of sight
  • 31. Hex grid ● Adjacency convenient for melee combat
  • 32. No grid ● Gears Tactics ● Valkyria Chronicles
  • 33. No grid ● State of the art ● Mass-market potential ● Can be expensive, especially with a simplified cover system ● Gimmick?
  • 35. ACTION POINT SYSTEM ● Simplified (~2 AP) ● Lots of AP ● Hybrid ● Real-time-ish
  • 36. ● Xcom 2 ● Gears Tactics ● Into the Breach ● Mutant: Year Zero ● Mario + Rabbids Simplified (~2 AP)
  • 37. Simplified (~2 AP) ● Easy to comprehend ● No math to do ● Don’t have to memorize AP costs ● Never left with a remaining handful of useless APs ● No room for subtleties ● Unfit for deep simulations ● Good enough for most games ● Fast play
  • 38. Lots of AP ● Jagged Alliance 2 ● Battle Brothers ● Invisible Inc.
  • 39. ● Room for depth ● Slower play ● AP costs to remember ● Occasional remaining points ● Micromanagement can be tiring, especially in end-game ● Good for simulations ● Nerds love it, general public probably not so much Lots of AP
  • 40. Hybrid Phoenix Point hybrid system: ● Small number of APs (4) ● Most actions take 2AP ● APs can be depleted partially (movement) APs are depleted partially for a shorter move
  • 41. Hybrid ● Rewards slow movement, slows the game down ● Deceptively simple, but not intuitive ● Added depth not a good deal for loss of simplicity ● Interesting design idea ● Not sure if worth it
  • 42. Fallout Tactics: ● Medium-sized AP pools ● Issue orders in real-time (as long as there are APs) ● APs replenish in real-time Real-time-ish
  • 43. Real-time-ish ● Loses the benefits of real-time - its sluggish ● Loses the benefits of turn-based - no time to think ● Dead end? ● Doubtful if worth exploring
  • 45. TURN ORDER SYSTEM ● Turn per side ● Timeline with turns ● Continuous timeline ● Limited number of character per side each turn
  • 46. Turn per side ● Xcom ● Jagged Alliance 2 ● Into the Breach ● Mutant: Year Zero ● Invisible Inc. ● Gears Tactics ● Valkyria Chronicles ● BATTLETECH ● Mario + Rabbids
  • 47. Turn per side ● Simple, common ● Little interruption, easy to execute a plan, easy to combo attacks/abilities ● Sluggish with lots of units ● Not great for huge battles ● Good for synergy
  • 48. Timeline with turns ● In a turn, all units acts based on their Initiative stat ● Every unit acts once ● Battle Brothers ● Warhammer: Mechanicus No more units, turn ends here
  • 49. Timeline with turns ● Battle is played one unit at a time ● Focus on the next big threat on timeline ● Unaffected by scale ● Great for huge battles ● Because of interruptions, not great for planning and synergy; reactionary
  • 50. Continuous timeline ● Similar to timeline ● Initiative is also a cooldown ● There are no turns ● Fell Seal: Arbiter’s Mark
  • 51. Continuous timeline Compared to timeline with turns: ● initiative benefits can stack ● faster units can skip over slower units
  • 52. Limited number of character per side each turn ● Player picks one character to move. ● Then the enemy picks one character to move. ● Skyshine's BEDLAM
  • 53. Limited number of character per side each turn ● Game narrows down to ~2 units ● The reason it works in chess is units remain unengaged for most of the time, and when they do, the engagement is instant
  • 55. COVER SYSTEM ● Simplified ● Simulation ● Line-of-Sight only
  • 56. Simplified ● Xcom ● Gears Tactics ● Mutant: Year Zero ● Mario + Rabbids
  • 57. Simplified ● Accessible, readable ● Can feel counterintuitive at times ● Can generate silly situations (as with all simplifications) ● Good for games about guns ● Mainstream appeal
  • 58. Simulation ● Jagged Alliance 2 ● Phoenix Point
  • 59. Simulation ● Deep ● Can be hard to read ● Naturalistic ● Implementation has to be perfect to work; can be demanding ● Nerds love it ● For deep games about guns
  • 60. Line-of-Sight only ● Cover merely defines lines of sight ● No added benefit from cover ● Battle Brothers ● Into the Breach
  • 61. ● Very simple ● No depth ● Units roam more ● Symmetrical ● For melee games with an occasional bow ● Good if you don’t want to bother with covers in environment Line-of-Sight only
  • 63. ORIENTATION SYSTEM ● Always ● Never ● Sometimes
  • 64. Full orientation ● Jagged Alliance 2 ● Fell Seal
  • 65. Full orientation ● Room for depth (backstabbing) ● Additional micromanagement ● Positioning can look weird ● Detrimental to visuals (limitations in idle animations, no cover-sticking)
  • 66. No orientation ● Xcom ● Mutant: Year Zero ● Mario + Rabbids
  • 67. No orientation ● Simple, quick ● Limited depth ● Looks great ● Some silly cases ● Overwatch hard to balance
  • 68. Occasional orientation ● Phantom Doctrine ● Gears Tactics
  • 69. ● Defensive play more interesting ● Better overwatch balance ● Visuals can be tricky (grid, overlapping cones) ● Overall - great ● If you have guns and overwatch, this is they way to do it Occasional orientation
  • 70. TIPS
  • 71. READABLE COVER ● Make cover readable at first glance. ● Your cover assets should all be blocky. ● Not all environment contexts will lend themselves to this.
  • 72. TIME SPENT THINKING, NOT WAITING Don't make the player wait. Your two main challenges: ● Fast execution of orders ● Short enemy turns Solutions: ● Make all actions as fast as possible ● Simultaneous orders (Xcom) ● Fast forward (MYZ) ● Fewer units (smaller scale, or relying on reinforcements)
  • 73. DON'T OVERDO HALF COVER If there are walls nearby, treat half-cover as decor.
  • 74. ATTACK AFTER MOVE SLOWS DOWN THE GAME ● Moving after attack enables hit and run ● Hit and run is best countered by overwatch ● Both hit and run and overwatch are defensive plays
  • 75. GET YOUR SCALE RIGHT: FIT IT INTO THE SCREEN ● Make gun ranges as big as how much level you see on the screen ● Fit arenas/chokepoints on the screen
  • 76. THE IMPORTANCE OF LINE-OF-SIGHT BREAK ● Triple walls = safe places ● You need safe places to give room for your healing, support abilities ● They allow you to organize the space - players tend to conquer the level from one safe area to another 3 full covers - the only truly safe spot
  • 77. TURN-BASED TACTICAL = RISK MANAGEMENT ● Random chance doesn’t mean that ANYTHING can happen ● Make risk manageable ● It’s ok for a flimsy plan to fail (20% can always miss) ● It’s not ok for a great plan to fail miserably (90% should never miss)
  • 78. DO YOU REALLY NEED ELEVATION? ● No ● You need visual verticality instead
  • 79. ABILITIES ARE KING ● Don’t cut corners or save resources on abilities ● One good ability can make the whole game click
  • 80. End.