Diablo-like grind in shmups?

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!
Post Reply
User avatar
Maran
Posts: 28
Joined: Wed Aug 23, 2017 7:11 am

Diablo-like grind in shmups?

Post by Maran »

One of the games I keep going back to, next to shmups, is Diablo (3). Especially the end-game when you are max level; there is a lot of fun to be had doing various tasks to keep improving your character and seeing how far you can push it. The end-game in Diablo 3 mainly resolves around "Greater Rifts". For those that have not played Diablo 3; GRs are random dungeons that can be set to any given difficulty and all monsters will scale with the difficulty you set. The harder you set the the greater the rewards in form of loot and different kinds of currencies which can be used to progress your character in different ways and thus conquer even harder greater rifts etc.

I think action-rpg's and shmups share some basic features:
  • - Both work around the idea that you are a powerful being that destroys stuff in cool ways.
    - Both work with the idea that you can become more powerful during play.
    - Especially on higher difficulties it's about carefully moving to ensure survival.

I therefor think there is room in the genre to do something similar as Diablo. I envision a game where you have 4 basic difficulty's where it's mostly the amount of bullets that scale up. This could be a 'traditional' mode where everything works how you would expect it. However in the 5th 'grind' mode you would have a similar system where there would be (mini) bosses during the level that would scale their HP greatly with the set difficulty. I prototyped letting all enemies scale their HP but without popcorn the game stops being fun really fast. Having only bosses scale means you have times of intense action mixed with very concentrated boss fights that also work as a gear-check. The levels won't be dynamic though as learning patterns and anticipating what comes next should still be a big part of the game. You can 'equip' weapons, shields and generators that all have a certain synergy with each other to create powerful combinations.

I think this would add second dimension to a score based system as it's no longer just mechanical skill which decides how high you will score but also your build creativity and in some regard the time you put in.

I am mostly a casual shmup player so I was hoping one of your more knowledge players can tell me if there is game out there that employ's a similar grind-like scheme. And if it has not done before is there anybody that could consider such a thing fun or am I the only one with an appreciation for both types of games?
User avatar
Sumez
Posts: 8833
Joined: Fri Feb 18, 2011 10:11 am
Location: Denmarku
Contact:

Re: Diablo-like grind in shmups?

Post by Sumez »

I'm gonna go out on a limb here and say this idea is probably not gonna go down well with people around here :3
User avatar
Maran
Posts: 28
Joined: Wed Aug 23, 2017 7:11 am

Re: Diablo-like grind in shmups?

Post by Maran »

Sumez wrote:I'm gonna go out on a limb here and say this idea is probably not gonna go down well with people around here :3
That's perfectly fine, it does not have to work. I would just love some feedback, good or bad. Why do you think that?
User avatar
Deadliar
Posts: 186
Joined: Mon Oct 10, 2016 12:44 am
Contact:

Re: Diablo-like grind in shmups?

Post by Deadliar »

Might be worth saying that there's already a shmup RPG called Sigma Star Saga where you can hunt for upgrades hidden all over the world or grind on enemies.
Play for fun and win when you can.
User avatar
Maran
Posts: 28
Joined: Wed Aug 23, 2017 7:11 am

Re: Diablo-like grind in shmups?

Post by Maran »

Deadliar wrote:Might be worth saying that there's already a shmup RPG called Sigma Star Saga where you can hunt for upgrades hidden all over the world or grind on enemies.

Awesome, that's the stuff I'm looking for, I will check it out. Appreciated.
gray117
Posts: 1235
Joined: Fri Jul 25, 2008 10:19 pm
Location: Leeds

Re: Diablo-like grind in shmups?

Post by gray117 »

It'll be really interesting to see something like this - the thing is I'm not sure how you'd achieve it and keep it compelling.

Essentially, it'll be interesting to see if you can hold appeal in the same way that most shmups do in terms of a performance during a 'run'. The fun [that you want to aim for] in a 'grind' is that there remains a sense of progression and improved execution of play, as either of these lessens in intensity of growth the sophistication of setup/play is increased.

I don't think levels of difficulty are the answer ... the game needs to scale with you somehow, extra super hard modes maybe once you reach end game ... after all most of levels of difficulty in diablo are a waste, and just serve to confuse new players.

Diablo 3 maintains a really nice balance in terms of satisfaction in execution throughout what is a very lengthy and repetitive play style (at least by shmup standards). It never really cracked a competitive angle, and depended upon set level (pieces) to maintain a level of quality at the expense of variation - something the adventure mode (in combination with a now larger amount of pieces) really helped to alleviate vary up and stave off the impression of repetitiveness.

I'm not sure how you go about this for shmups where the level of play typically starts out pretty high... But we've had nier and such doing shmup like things for action adventure games, why shouldn't there be something weighted more towards the shmup end?

... I am reminded of the tyrian games where you bought/sold upgrades for your ship...
User avatar
Maran
Posts: 28
Joined: Wed Aug 23, 2017 7:11 am

Re: Diablo-like grind in shmups?

Post by Maran »

gray117 wrote:It'll be really interesting to see something like this - the thing is I'm not sure how you'd achieve it and keep it compelling.

Essentially, it'll be interesting to see if you can hold appeal in the same way that most shmups do in terms of a performance during a 'run'. The fun [that you want to aim for] in a 'grind' is that there remains a sense of progression and improved execution of play, as either of these lessens in intensity of growth the sophistication of setup/play is increased.

I don't think levels of difficulty are the answer ... the game needs to scale with you somehow, extra super hard modes maybe once you reach end game ... after all most of levels of difficulty in diablo are a waste, and just serve to confuse new players.

Diablo 3 maintains a really nice balance in terms of satisfaction in execution throughout what is a very lengthy and repetitive play style (at least by shmup standards). It never really cracked a competitive angle, and depended upon set level (pieces) to maintain a level of quality at the expense of variation - something the adventure mode (in combination with a now larger amount of pieces) really helped to alleviate vary up and stave off the impression of repetitiveness.
Adventure mode is the thing that saved Diablo 3, it made the game so much better (ok removing the AH really helped too). I would love to figure out a thing that shmup's could have that looks like adventure mode.
gray117 wrote: ... I am reminded of the tyrian games where you bought/sold upgrades for your ship...
Funny you meantionTyrian, Tyrian is actually the reason I wanted to build a shmup. It's one of my favourite games growing up and I still play it from time to time.

However the one thing that Tyrian does wrong imho is that you can be unpowered. It's no fun when you can't upgrade your weapons and the next level you have a hard time killing enemies. That's why I think that weapon damage is not something that should differ between weapons that you can equip, the difference needs to come from somewhere else. Not killing most small things within a shot or two is just not fun. Leaving me to think that weapon damage should always be static.
User avatar
Astraea FGA Mk. I
Posts: 319
Joined: Sat Oct 29, 2011 7:59 am

Re: Diablo-like grind in shmups?

Post by Astraea FGA Mk. I »

Deathsmiles iOS has something like this. Problem is when you decide you want to get 100% item collection you're going to want to get the lucky charm accessory that increases item drop rate for .99 then you're gonna want the weapon that gives you the DDP DFK beam because it makes farming better for another .99 and why not you already bought the lucky charm.

I think it is much harder to make a shmup that has equipment and item drops and drop rates and rarity and farming and all that stuff while maintaining the integrity of the game. Shmups lose their magic and feel like an indy game real fast if you start to mess with it too much.
User avatar
Maran
Posts: 28
Joined: Wed Aug 23, 2017 7:11 am

Re: Diablo-like grind in shmups?

Post by Maran »

Astraea FGA Mk. I wrote:Deathsmiles iOS has something like this. Problem is when you decide you want to get 100% item collection you're going to want to get the lucky charm accessory that increases item drop rate for .99 then you're gonna want the weapon that gives you the DDP DFK beam because it makes farming better for another .99 and why not you already bought the lucky charm.

I think it is much harder to make a shmup that has equipment and item drops and drop rates and rarity and farming and all that stuff while maintaining the integrity of the game. Shmups lose their magic and feel like an indy game real fast if you start to mess with it too much.
It this the same game? if so I will check it out.

I agree that I might have bitten a bit too much for my first shmup. I might need to decrease my scope a bit until I am more familiar.
HalfCent
Posts: 40
Joined: Sun Nov 22, 2015 7:57 pm

Re: Diablo-like grind in shmups?

Post by HalfCent »

Maran wrote: It this the same game? if so I will check it out.

I agree that I might have bitten a bit too much for my first shmup. I might need to decrease my scope a bit until I am more familiar.
No, the iOS game is different than the Steam / X360 game. The Steam game is a traditional shmup, no grinding / items.
User avatar
Maran
Posts: 28
Joined: Wed Aug 23, 2017 7:11 am

Re: Diablo-like grind in shmups?

Post by Maran »

HalfCent wrote:
Maran wrote: It this the same game? if so I will check it out.

I agree that I might have bitten a bit too much for my first shmup. I might need to decrease my scope a bit until I am more familiar.
No, the iOS game is different than the Steam / X360 game. The Steam game is a traditional shmup, no grinding / items.
Thanks for the clarification, will steal my wife's iPhone ;)
User avatar
BareKnuckleRoo
Posts: 6699
Joined: Mon Oct 03, 2011 4:01 am
Location: Southern Ontario

Re: Diablo-like grind in shmups?

Post by BareKnuckleRoo »

Maran wrote:I therefor think there is room in the genre to do something similar as Diablo.
There are a couple games I can think of that do this. One is on iOS, Lightning Fighter 2 - to unlock progressively stronger ships (as well as upgrade ones you've unlocked) you essentially have to grind by playing repeatedly or pay to win unlocks. You also, ridiculously enough, can buy additional bombs and lives in the middle of the stage, if the already easy game weren't holding your hand enough. The difficulty's actually not bad when you unlock the hardest difficulty... but the pay to win elements will leave a bad taste in any serious player's mouths.

There's another game in development on Steam that's aimed at a casual market, Boss 101. It had a smaller flash version made before and it also requires grinding to be successful.

Generally speaking, grinding in shmups is bad. Grinding can sometimes be fun when the combat is engaging, or when there's an exploration element on top of it, but this usually works best in RPGs where you can freely explore at your own pace or retreat when an enemy is too strong. In shmups with autoscrolling, it messes things up greatly if you can't kill things in a timely fashion, thus ruining the enjoyment of the game. Shmups are usually designed with the enemy layouts and shot types designed hand-in-hand (too strong a shot makes it way too easy, too weak makes it a chore to play).

That's not to say that having a huge weapon list that's unlockable can't be workable, but each weapon needs to be thoughtfully designed instead of just constantly ramping up the damage to speedkill everything. A good example of a game with lots of unlockables for customizing your ship would be Ginga Force.

In short: grinding clashes with the very nature of an arcade-style shmup which is why it's not done
User avatar
Maran
Posts: 28
Joined: Wed Aug 23, 2017 7:11 am

Re: Diablo-like grind in shmups?

Post by Maran »

BareKnuckleRoo wrote:
Maran wrote:I therefor think there is room in the genre to do something similar as Diablo.
..

In short: grinding clashes with the very nature of an arcade-style shmup which is why it's not done
Thanks for your thoughts, I am afraid you are right. The more I read and play the more I realise that I probably should start a bit less ambitious and just get the fundamentals down first and try to iterate on that.
User avatar
Despatche
Posts: 4253
Joined: Thu Dec 02, 2010 11:05 pm

Re: Diablo-like grind in shmups?

Post by Despatche »

Grinding for money and buying upgrades is already a really silly idea. Progressing to full on loot grinding is a fundamentally terrible end for this genre. It will definitely not bring new people in, as they will be playing an entirely different kind of game, and the actual genre will hemorrhage people even harder than it already does. See: The Binding of Isaac.
Rage Pro, Rage Fury, Rage MAXX!
User avatar
Shepardus
Posts: 3505
Joined: Sat Dec 13, 2014 10:01 pm
Location: Ringing the bells of fortune

Re: Diablo-like grind in shmups?

Post by Shepardus »

Maran wrote:
  • - Both work around the idea that you are a powerful being that destroys stuff in cool ways.
    - Both work with the idea that you can become more powerful during play.
    - Especially on higher difficulties it's about carefully moving to ensure survival.
The first and third are common to many, many games beyond and aren't indicative of the compatibility of the two genres of gameplay (you could argue that even Tetris focuses on moving things carefully to destroy stuff in cool ways). The second isn't necessarily true (plenty of shmups feature no powerups, especially very early shmups and some bullet hells such as SDOJ and CC:WI), and even when it is I don't think they work towards the same gameplay purpose.

Shmup traditionalists tend to emphasize improving the player's skills through practice rather than the stats or abilities of the player character. They also tend to prefer lean, finely-tuned experiences over a greater amount of less balanced and coherent content. To them, the RPG aspects and randomly-generated loot grind of Diablo and similar games would just muddy what could be a focused action experience, and they would rather focus on improving their ability to use what they have rather than grinding for upgrades to pass a "gear check." They don't want scores to be determined by whoever happens to grind the longest; player performance should be independent of the specific game installation or prior game sessions. Some games such as Brilliant Pagoda or Haze Castle have tried experience/shop upgrade systems, resulting in complaints such as:
The game is a pain to play without upgrades and trivial with upgrades.
Which basically devolves the game into a euroshmup where you just grind upgrades in order to beat the harder modes.
...
For the record, I'm fine with there being a mode with upgrades so long as there is also a proper arcade mode that is properly balanced, like how Stella Vanity does it. Right now level0000 is too underpowered, upgrades are too overpowered, and deciding which upgrades are fine and which are not is too arbitrary.
(quoted from Jaimers' video description in the video I linked)

Some games such as Fantasy Zone and GR3 have shop systems but those are different in that their effects are all localized to one session and don't carry over between plays, which makes them basically a more customizable version of a traditional shmup powerup scheme.

That said, I don't think it's impossible to fuse shmups and loot-grind into something coherent. You can't satisfy every fan of both genres (hell, you can't even satisfy every fan of one genre), but there may be some area where the goals of the genres are orthogonal to each other rather than opposed. To some degree the actual combat of Diablo-likes has little bearing on what makes a game "Diablo-like," whether they're point-and-click action RPGs like Diablo or Path of Exile, third-person shooters such as Warframe, first-person shooters such as Borderlands, or something else entirely. You may be able to fit shmup mechanics somewhere in there, but be warned that you walk a fine line between taking the best of both genres and taking the worst.
Maran wrote:Thanks for your thoughts, I am afraid you are right. The more I read and play the more I realise that I probably should start a bit less ambitious and just get the fundamentals down first and try to iterate on that.
That's a good thought. If you can't get the core shmup gameplay just right with a minimal set of hand-crafted content fine-tuned for an optimal experience, throwing in more content such as a loot grind is only going to sweep the problems under a rug. If the game turns out to be fun anyway then the "shmup" part of it isn't actually doing anything meaningful for the game and it could be anything else for all it matters.
Image
NTSC-J: You know STGs are in trouble when you have threads on how to introduce them to a wider audience and get more people playing followed by threads on how to get its hardcore fan base to play them, too.
1CCs | Twitch | YouTube
chum
Posts: 1042
Joined: Sat Jul 30, 2011 8:08 pm

Re: Diablo-like grind in shmups?

Post by chum »

I'm all for experimentation and I don't think your idea is impossible to make a good game of, just harder since you'll have to break or compromise around various good aspects shmups have. Grinding could be fun if playing is fun and if the payoff you're going for is rewarding. the problem obviously is how to accomplish that

The arcade format is not necessary to follow to create a great shmup as has been proven not only by ZUN but also by others such as kenta cho and keim and proabably more still. However don't underestimate the difficulty in creating a good game, period, and especially one that breaks such a commonly accepted format
User avatar
Shepardus
Posts: 3505
Joined: Sat Dec 13, 2014 10:01 pm
Location: Ringing the bells of fortune

Re: Diablo-like grind in shmups?

Post by Shepardus »

chum wrote:keim
I hadn't heard of this developer before, but it turns out Nomltest FS, which I have played, is by keim. What other games, if any, has keim made?

(for those not already familiar with them, Kenta Cho and ZUN are very easily Googleable; I assume you're referring to Shoot the Bullet and Double Spoiler as not following the arcade format)
Image
NTSC-J: You know STGs are in trouble when you have threads on how to introduce them to a wider audience and get more people playing followed by threads on how to get its hardcore fan base to play them, too.
1CCs | Twitch | YouTube
chum
Posts: 1042
Joined: Sat Jul 30, 2011 8:08 pm

Re: Diablo-like grind in shmups?

Post by chum »

I like Quantized Blaze
User avatar
Major Stryker
Posts: 7
Joined: Wed Aug 23, 2017 11:23 pm

Re: Diablo-like grind in shmups?

Post by Major Stryker »

Theres an arcade shmup called Dimahoo which has some RPG elements to it. You collect treasure chests along the way which prompts a voice to say level up each time. As long as you survive all of the power ups will benefit you. Theres several different characters..I wanna say 4. You can unlock weapons that do more damage to certain enemies/bosses also.
User avatar
Maran
Posts: 28
Joined: Wed Aug 23, 2017 7:11 am

Re: Diablo-like grind in shmups?

Post by Maran »

Thanks for the excellent write-up Shepardus, it seems I made a few conclusions too hastily. You have good points.
Shepardus wrote:You may be able to fit shmup mechanics somewhere in there, but be warned that you walk a fine line between taking the best of both genres and taking the worst.
I am starting to realise this point more and more.
Shepardus wrote:
Maran wrote:Thanks for your thoughts, I am afraid you are right. The more I read and play the more I realise that I probably should start a bit less ambitious and just get the fundamentals down first and try to iterate on that.
That's a good thought. If you can't get the core shmup gameplay just right with a minimal set of hand-crafted content fine-tuned for an optimal experience, throwing in more content such as a loot grind is only going to sweep the problems under a rug. If the game turns out to be fun anyway then the "shmup" part of it isn't actually doing anything meaningful for the game and it could be anything else for all it matters.
I think I will focus my attention on making a decent 'standard' shmup first, proof I can actually build and release a game before I try out new things.

I really appreciate everybody's insights, it probably helped me avert a small diaster :)
User avatar
Maran
Posts: 28
Joined: Wed Aug 23, 2017 7:11 am

Re: Diablo-like grind in shmups?

Post by Maran »

Major Stryker wrote:Theres an arcade shmup called Dimahoo which has some RPG elements to it. You collect treasure chests along the way which prompts a voice to say level up each time. As long as you survive all of the power ups will benefit you. Theres several different characters..I wanna say 4. You can unlock weapons that do more damage to certain enemies/bosses also.
Thanks, will check that out :)
User avatar
seraph
Posts: 165
Joined: Fri Aug 23, 2013 5:59 pm
Location: America
Contact:

Re: Diablo-like grind in shmups?

Post by seraph »

Everyone and their dog wants to change shmups. Almost no one wants to learn shmups. Why is this?
User avatar
WelshMegalodon
Posts: 1225
Joined: Fri Dec 11, 2015 5:09 am

Re: Diablo-like grind in shmups?

Post by WelshMegalodon »

Because shmups are the diet and exercise of the video gaming world, apparently.
Indie hipsters: "Arcades are so dead"
Finite Continues? Ain't that some shit.
RBelmont wrote:A little math shows that if you overclock a Pi3 to about 3.4 GHz you'll start to be competitive with PCs from 2002. And you'll also set your house on fire
User avatar
Shepardus
Posts: 3505
Joined: Sat Dec 13, 2014 10:01 pm
Location: Ringing the bells of fortune

Re: Diablo-like grind in shmups?

Post by Shepardus »

seraph wrote:Everyone and their dog wants to change shmups. Almost no one wants to learn shmups. Why is this?
They want to change shmups because there aren't any worth their time to play and learn. If they were happy enough with the status quo to focus on playing shmups they wouldn't want to change it.
Image
NTSC-J: You know STGs are in trouble when you have threads on how to introduce them to a wider audience and get more people playing followed by threads on how to get its hardcore fan base to play them, too.
1CCs | Twitch | YouTube
User avatar
Despatche
Posts: 4253
Joined: Thu Dec 02, 2010 11:05 pm

Re: Diablo-like grind in shmups?

Post by Despatche »

Problem is, "not worth their time" means little itself, because people kinda suck and need to be babied about this. If you don't teach your kids, they do bad. Sometimes they do bad anyway...

Diet and exercise is a perfect comparison. Just as we live in a world where diet and exercise is actively being fought against (I am not referring to body positivity here), we also live in a world where the art of learning and developing skill is actively being fought against.

You really truly have to trick people into enjoying this stuff. This is how speedruns get away with it, due to drawing from super popular games that everyone can get nostalgic or otherwise excited for. Mario and Zelda are not shmups, sadly.
chum wrote:I like Quantized Blaze
qb is good and cute.
chum wrote:The arcade format is not necessary to follow to create a great shmup as has been proven not only by ZUN but also by others such as kenta cho and keim and proabably more still. However don't underestimate the difficulty in creating a good game, period, and especially one that breaks such a commonly accepted format
ZUN pretty much worships the "arcade format", and Touhou only exists because of Darius Gaiden, DDP, TSS, etc. The only weird thing he does is the Extra Stage, which is just a bullet point that's analogous to things like caravan stages or Raiden DX Training anyway.
Rage Pro, Rage Fury, Rage MAXX!
Post Reply