Atlus discusses the potential of turn-based battle programs via the lens of Metaphor: ReFantazio


RPG Web site had the chance to attend GDC 2025 in San Francisco, CA, the place the group from Atlus’ Studio Zero held a number of lectures relating to the event of Metaphor: ReFantazio (our winner for RPG of the 12 months, if you happen to missed that).

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One of many lectures in the course of the occasion got here from Kenichi Goto, Lead Battle Planner at Atlus, who has beforehand labored on Shin Megami Tensei: Nocturne, Digital Satan Saga, Persona 4 Golden, and Persona 5. As you may see from his pedigree, turn-based battles are basically his speciality, and his lecture at GDC was titled “Creating ‘Metaphor: ReFantazio’ and the Potential of RPG Command Battle Techniques”.

For these not acquainted, ‘command battle programs’ discuss with what we within the West typically discuss with as ‘turn-based’ battles.

Flip-Primarily based Battles are the Coronary heart of the Sport


In opening his speak, Goto compares turn-based RPGs to a standard Japanese artwork kind, emphasizing a must protect the format whereas additionally contemplating methods to evolve the style to enchantment to fashionable gamers.

Goto asks a rhetorical query, “To everyone right here, what involves thoughts after I say turn-based RPGs? A few of the adverse suggestions I have a tendency to listen to are issues like ‘it is outdated’, ‘In the event you sport over, it is a drag to get again to the place you have been within the sport,’ ‘grinding low-level battles is a problem..’ He admits that turn-based RPG titles have been fading from view in recent times and that there could also be a notion that it is now an “old style” style.

“However quite the opposite, Atlus has grown through the years by creating turn-based RPGs as our forte,” Goto declares. “We wanted to reinvent this conventional Japanese style to enchantment to fashionable avid gamers, particularly as our titles more and more grew to become worldwide releases.” 

He continues, “I feel our struggles will resonate with anybody who’s making an attempt to replace a standard sport style for the fashionable age.”

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Goto first tackles the subject of ‘the grind of low-level battles’. In Metaphor: Refantazio, this led to the mixed Quick and Squad battle system mechanics. For individuals who have not performed Metaphor, Quick Battles are the motion parts, the place you may assault enemies in real-time on the sphere, and if you’re sufficiently leveled, you may defeat them with out getting into a command-based system in any respect. In the event you did not sufficiently out-level the enemy, then the Quick Battle mechanics might result in a bonus (or drawback) when the battle switched to the extra conventional Squad Battle mode.

Goto states that Metaphor: Refantazio was deliberate to mix collectively parts of command-based battles and motion parts from its earliest conception. The very first thing Goto wished to scale back was the variety of battles fought the place the participant’s victory was a foregone conclusion. The ‘low-level’ battles, that’s, fights that posed no risk however nonetheless took time to play out. 

In accordance with Goto, the Quick Battle system “was impressed by the will to scale back the variety of battles the place the results of who would win is apparent from the start as a result of, let’s be sincere, gamers discover that annoying. One of many predominant causes turn-based battles have turn into much less widespread is that battles begin to really feel like chores.” The group had a want to shorten the time wanted on overly simple battles towards weaker enemies. Goto additionally states that it was necessary that the battle rewards of Quick Battle be the identical as these of Squad Battles, so there was no motive *not* to easily breeze via them on the sphere.

Goto makes a key distinction right here, “So you may say that this motion component got here into the image as a method to an finish, not as motion for the sake of itself. This reasoning could appear comparable, however they’re really utterly completely different. Throughout the improvement of Metaphor, dropping sight of this truth is what virtually led to dropping our approach general.” 


Goto then shares an anecdote. Throughout the improvement interval of Metaphor: ReFantazio, there was a time when any enemy on the sphere may very well be defeated in Quick Battle, not simply low-level foes. “For us builders, the extremely interactive nature of motion was simple, and it was additionally simple to provide you with recent new concepts,” Goto admits.  With this method in place, Atlus started conducting playtests the place gamers might defeat any enemy on the sphere in Quick Battle, in the event that they put within the effort to take action. Nonetheless, playtesters exhibited confusion right here, stating that it was exhausting to determine whether or not they need to go into turn-based Squad Battle mode, or if they need to try to all the time defeat enemies on the sphere in Quick Battle. They could not work out which technique was the “appropriate” technique to play.

Moreover, when given the choice to defeat enemies purely in Quick Battle mode, a number of playtesters have been overly apprehensive about utilizing up their MP in Squad Battle. In accordance with Goto, they’d do something, regardless of how unrealistic, to complete battles on the sphere alone. That was even supposing Squad Mode supplied extra battle choices, permitting gamers to defeat enemies sooner and effectively with precision. Irrespective of how Atlus adjusted the sport at this level, some gamers have been apprehensive about losing MP, who all the time felt that getting into the turn-based battle was a type of succumbing or failure. “This wasn’t one thing related to any goal quantity or datapoint. It was merely the participant’s subjective notion of the gameplay expertise.” Goto concludes.

“And this was a essential downside.” Goto continued. “To handle this concern, we reassessed what our imaginative and prescient of the sport needs to be. We determined it was important that motion exists solely to scale back the variety of apparent fights. We made it clear inside the group that motion solely exists to easily lead the participant into the center of the sport, which is the turn-based battles. While you take a look at the ultimate product, you may suppose, nicely, that is apparent. However it was necessary that we put our core sport idea into precise phrases.”

So, this led to the system that manifested within the last model of Metaphor: ReFantazio. Goto concludes his first anecdote, “It was necessary for us to reconfirm what we initially got down to do and what the core of the battle expertise needs to be.” His presentation slide at this second boldly highlights: Flip-Primarily based Battles are the Coronary heart of the Sport.


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Defining an RPG with Useful resource Administration

Within the subsequent part of his lecture, Goto makes a declaration. “RPGs are principally useful resource administration video games.”

(Anybody who listens to our podcast is aware of that I have been saying this, so listening to it straight from a veteran developer’s mouth was a bit cathartic, not going to lie.)

Goto explains, “The principle problem in an RPG is: ‘Are you able to attain your purpose earlier than you employ your entire sources?’. One of the vital necessary sources is what we regularly name MP, or factors that you simply use to take actions like attacking or therapeutic. Easy methods to allocate your MP is a predominant pillar in a sport’s useful resource administration.” Goto highlights HP, MP, and objects as key sources on this instance. “While you’re making RPGs, you additionally must create conditions the place gamers are compelled to determine the way to use their sources.”, he continues.

At this level in his lecture, Goto went into element concerning the random battles of Shin Megami Tensei: Nocturne, and whereas Atlus RPGs have advanced since then in numerous methods, most of the core parts of battles and useful resource administration have stayed the identical. It was fascinating to listen to his perspective on how he feels ‘ambush assaults’ from enemies in turn-based video games issue into his core design philosophy, however implementation has modified from their origins in pure luck.

Goto laughs at himself, “Many gamers discover Atlus RPGs fairly punishing. On the Web, you could find individuals who name us battle planners ‘sadists’ or ‘the satan himself’. Ouch. I imply, I will admit typically it is enjoyable to go a bit overboard.”

He continues, “However why can we make Atlus RPGs like this? There’s a particular motive. In Persona and Metaphor, the rewards you acquire out of your journey and each day actions are used to boost you for battle. Due to this fact, we should make gamers suppose that they want these rewards to strengthen themselves as they proceed to tackle stronger enemies later within the sport. To place it in another way, gamers want to search out battles troublesome sufficient in order that they can not be cleared simply with out these rewards. In any other case, they’re going to find yourself skipping every part except for the battles. That might basically imply the loss of life of the sport completely, when the gamers do not actually have to consider what they’re doing.”


Goto realizes that there’s a restrict to his ‘sadist’ tendencies. “Nonetheless, if battles are too exhausting and the participant reaches sport over too typically, that is simply demanding. That is not good sport design since you’re not considering of what the gamers need.”

Goto then goes into extra fashionable additions made to Metaphor: ReFantazio to scale back this stress, if solely even just a bit bit. Particularly, he factors to the Rewind System, which allowed gamers to begin over any battle from the start on the press of a button. If a participant would not like the place the battle goes, or they really feel like they have been merely unfortunate, they’ll attempt once more, with out utilizing sources, so long as it was throughout their flip.

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“That is an thought we had from the early phases of improvement. It might appear excessive, however surprisingly, barely anybody throughout improvement opposed a bit, together with the battle design group.” Goto says.

Goto discusses how playtesters would typically abuse this function to ensure opening hits land. He is additionally conscious many individuals used Rewind to pressure a profitable steal early within the battle.

“You can say that this was dishonest the sport, in a approach, however we determined that it was nonetheless value it … And there is really an odd sense of satisfaction on this, virtually such as you obtained away with one thing. It helps gamers take care of emotions of unfairness if one thing surprising occurs, that they generally get to have enjoyable dishonest the sport a bit bit. In the end, it ended up being a very enjoyable addition to the sport with out spoiling it.”

Goto emphasizes different small additions to extra fashionable video games that assist give gamers a way of satisfaction, corresponding to how Autosave permit gamers to return and alter archetypes simply, even when they ended up going into battle with archetypes that have been disadvantageous towards their enemies. He explains that Autosave really entices gamers to take extra dangers, as a result of they may all the time attempt once more from a really current level.

Goto encapsulates the difficult steadiness he tried to take care of in Metaphor: ReFantazio: “Fashionable customers, particularly these in Japan, are very delicate to feeling like they wasted time. For instance, after they attain a game-over display screen, they really feel like their efforts went to waste. However it’s necessary to maintain avid gamers considering that they are on the sting of reaching sport over to maintain that sense of pleasure and hazard. Mitigating gamers’ feelings that their efforts went to waste was out strategy to creating a contemporary gameplay expertise. To fulfill fashionable gamers, it is necessary to steadiness a sense of hazard that the participant may hit sport over, whereas additionally making certain a sense of security that even when they do, time loss could be saved to a minimal.”


No person Likes to Write Reviews, No person Likes to Learn Reviews

To finish his lecture, Goto discusses methods through which Atlus’s playtesting group modified in the course of the improvement of Metaphor: ReFantazio. Whereas it has all the time been Atlus coverage to take opinions from all throughout the event group when making video games, they started to understand that the previous technique of asking playtesters to submit their opinions within the type of stories didn’t produce one of the best outcomes.

Goto explains that within the playtester’s eyes, “‘I’ve to write down a report. It is a part of my job. I’ve to write down one thing…’  it felt prefer it grew to become a race to search out as many issues as attainable. As a result of there was such an avalanche of stories, the director couldn’t learn all of them by himself and needed to delegate them. That positioned stress on the respective leads for every component. And we have to do not forget that individuals are not machines. Even whether it is constructive criticism, human beings can solely take a lot negativity.”

“Regardless that they knew logically that it wasn’t private, criticism within the type of writing can, at occasions, come off harsh. Ultimately, it was simply an excessive amount of for some planners to even look on the stories anymore,” he continued.

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In on the lookout for new methods to playtest video games, Atlus started internally live-streaming the playtest periods. Atlus arrange internet cameras and assembly rooms and broadcast every take a look at participant’s display screen individually. Crew members might chat with one another in real-time concerning the participant expertise that they have been seeing.

“Productiveness amongst our group rose considerably as a result of they may watch the dwell streams whereas they did different work. Simply the method of studying stories takes up plenty of time … However with this new system, we might watch the livestream from our desks, which meant we might do different work whereas ready for the participant to achieve factors within the sport associated to our discipline of experience. And as soon as the tester obtained to part of the sport you wished to deal with, the related group might collect and trade concepts and observations in real-time whereas watching the stream.”

Goto additionally said that this new technique of live-stream playtests would supply outcomes that will not essentially be caught via self-reporting. For instance, as an instance a tester took out an enemy in three turns though it was designed it to take about 5 turns to defeat. The tester would not know that, so they would not report it. Nonetheless, Atlus was in a position to flag this steadiness concern by trying on the participant expertise via the display screen.

“We have been additionally in a position to discover minor issues that did not essentially trouble the testers an excessive amount of… We have been in a position to choose up on conditions like, ‘this participant is misplaced right here though they should not be, and it is simply by pure luck that they discovered their approach via.’ Although issues like these usually are not self-reported, these are issues for the sport that we would have liked to repair, which we handled by including tutorials and NPCs or altering related textual content. They’re small particulars, however they actually add as much as enhance the standard of the sport.”

Importantly, Goto said that the brand new live-streaming testing strategies decreased stress from studying stories, and the group felt extra proactive find issues to repair themselves.

“A variety of nuance and particulars simply do not come throughout in a written report, which fits to point out that there’s nonetheless worth in speaking face-to-face. This complete system improved our inner teamwork in addition to group members themselves sought out issues to make higher fairly than one aspect lead being informed what to repair. Playtest dwell streaming was nice in so some ways, improved productiveness, allowed the group to determine points not reported by testers, and led to a optimistic forward-thinking perspective amongst our workers.”


Right here, Goto concludes his lecture, “I consider it is attainable to maintain even an old-school sport style recent by figuring out what fashionable customers need and never dropping sight on what you wish to obtain. I personally consider that turn-based video games have an extended future forward of them. And greater than something, simply selfishly, I am personally trying ahead to all of the improvements that creators will convey to the RPG world sooner or later.”