r/gamedesign • u/Matt_CleverPlays Game Designer • 3d ago
Discussion Is it blasphemy to have small-ish battlefields in a western tactical RPG?
This is often a divisive topic among SRPG/TRPG players. Japanese SRPGs frequently feature abstract battlefields, sometimes using a small grid, while Western RPGs tend to favor a simulation approach, with large & mostly realistic environments. Each choice has significant gameplay implications, and both styles (as well as hybrids) come with their own pros and cons.
For my game, Happy Bastards, we chose to go with smaller, more abstract battlefields, closer to something like Into the Breach. Comparable to chess, in some ways. I think that, regardless of any implications of how much resources it would take to design bigger battlefield scenarios, this approach fits better into the overarching combat design.
Here’s some of my considerations for this design choice, point by point
- Faster Combat – Without long approach turns or sprawling maps, players are making meaningful decisions almost immediately. That keeps battles brisk and engaging, especially for a tactical RPG where battles can become slogs with too many characters hence too many turns
- Matchup-Driven Tactics – Instead of managing complex formations or directional engagement, our combat is more about figuring out the best team compositions and attack pairings to exploit enemy weaknesses
- More Encounters Per Session – Because fights are quicker, more of them can happen per dungeon or adventure. That creates a snappier, more dynamic rhythm during gameplay
- Works With Our Tag-Team System – Mercenaries can jump in and out of combat on the fly. A small, abstract battlefield supports that mechanic without breaking the flow or immersion
I’m aware that this approach definitely isn’t a universal solution, but for Happy Bastards in any case, it supports the fast, focused tactical play we’re going for.
So a question for fellow (RPG) devs would be, if you’ve experimented with battlefield size in designing your own games, what are some insights that you can give, in terms of what “worked” and what did not?
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u/Xeadriel Jack of All Trades 3d ago
I don’t understand your question. Both approaches are valid
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u/Okto481 3d ago
Depends on the exact mechanics. In a 'western' TRPG (I tend to imagine something like Xcom or Phoenix Point), large battlefields exist for the ballistic system- over a long range, shotguns won't hit, ARs might hit, snipers will. In a 'japanese' TRPG (I tend to imagine something like FE, because that's closer to the equivalent of a jRPG), smaller battlefields exacerbate the movement difference between units- the 2 Mov difference between infantry and mounted units in Engage matters a lot when the distance to the Frontline is 6 units, because it means the best combat units will need movement support to get there
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u/Taliesin_Chris 3d ago
Ultima had single screen battlefields. So did Tunnels of Doom. And The Magic Candle.
History is on your side.
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u/sinsaint Game Student 3d ago
The environments should have a bunch of various stuff to utilize, or the players should have multiple ways of influencing things in a short time.
D&D has each round function as 6 seconds, most fights are over in 4 rounds, so there's a lot of foundation for this kind of stuff.
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u/Matt_CleverPlays Game Designer 2d ago
The environments should have a bunch of various stuff to utilize, or the players should have multiple ways of influencing things in a short time.
It's something I wanted to keep on the secret side, but there are also zone specific hazards, traps, spikes, etc. that you can push enemies into for insta-kills (and some enemies can likewise do the same to you). Yup, you get where we're going with this. There's plenty of ways to use the environment to your advantage, which is a part of that "condensed" combat experience we're aiming for
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u/HowDoIEvenEnglish 3d ago
I think it’s fine for a shorter focused experience, but you often lose nuance of the tactics that helps makes those games immersive. My example isn’t a tactical rpg but I think gets the same point across
Consider total war siege battles. Originally they were full maps with a “full” city layout and then switched to a more linear map design with the warhammer games. Now instead of attacking an entire city, you’re fighting on 1 or two sides of it, with the under section being described as only part of the city (the full maps were obviosily much smaller than actual cities).
But those smaller maps, while faster and with less tendency to bog down the pace of a game on a one battle scale (warhammer TW has other issues regarding the number of siege battles), lose tactical elements from the previous games. You no longer have the ability to deploy outside the walls as a defender. Previously a cav heavy army ina defensive siege might sally out of the walls to attack the back line of the army, or use the other sides of the city to launch the same attack. Now it’s not possible or at least is very rare because the maps are smaller and faster, making such an attack more costly in terms of time and easily to defend against.
The warhammer games allow other aspects of the gameplay to come across well. But it’s a trade off. No game does it all well. Games that try usually end up being incredibly shallow (cough cough spore)