I keep seeing hands-on previews for Playstation All-Stars: Battle Royale where they talk about how fun the game is but then lament the fact that they don’t understand the health system. Personally, it seems simple enough. Your character has a meter. It has three levels. The more damage you inflict, the more power you build up in your meter. Once you’ve built up enough energy, you can unleash a level 1, 2, or 3 powered “Super” and gain a point for anyone you hit with that super. The part that seems to be tripping people up is the fact that you aren’t necessarily making the other players weaker as you hit them.
Build up your meter… then hit people. Doesn’t seem that hard.
Let’s compare this to Super Smash Bros, the game that PAS: Battle Royale will understandably be compared to for years to come. In that series, you have a percent meter. The more damage you take, the higher the percentage goes. Once the meter gets to a certain point, it becomes much easier to knock a character off-screen and score a point. Is this really that much easier to understand than the other? They seem like opposite approaches to the same problem to me. One is about increasing power in your character, while the other is about decreasing power in your opponent. They both offer viable strategies and unique gameplay.
Build up your opponent’s meter… then hit them. Same problem. Opposite approaches.
So anyway, I’m reading/watching these previews and I start thinking, is there a better approach that’s more understandable? Better might be the wrong word but I think you get the point. We can’t just stick a health bar in there because then it’s too much like every other fighter. That’s by no means a bad thing. It just seems like the people at SuperBot were going for something different and I want to try and stick with that philosophy.
The Aura System
So, this system would keep the core of PAS: Battle Royale the same. The three-tiered meter, knock outs only come from supers, and everything else, stays like they are. What this would do is add an aura around the player’s character that would change as they take damage. These are the four aura stages the players would encounter.
Green: This is the players starting aura. It indicates that they are healthy and at full strength.
Yellow: The player has taken minimal damage. It isn’t affecting their fighter but it will if they take anymore damage.
Orange: The player has taken extensive damage. Their character’s movement speed has decreased by 10 (random number chosen. This would obviously need to be playtested to determine the best amount) percent.
Red: The player has taken a maximum amount of damage. Their character is visibly exhausted and their movement speed has been reduced by 20 (same reason as above) percent.
The goal behind this system is to add another dimension to the game, without detracting from what SuperBot came up with. Having your aura depleted doesn’t allow other players to knock you out. They still need to hit you with a super to do that. This system just makes it harder to avoid those supers. Basically, it’s meant to give more meaning to all of the hitting besides building up your super meter (which seems to be the big complaint). Players will want to keep their aura green (or yellow) so that they remain quick and nimble, while at the same time, remaining in the thick of battle to build up their super meter.
It’s hard to say whether or not this would work for the game since I haven’t played it yet but I do believe it would address the concern some sites have expressed and possibly add to the experience. Either way, it’s just fun to think about. Personally, as long as the game is fun, I don’t see the problem.