Reasons for having different damage types
There are three core reasons to have different damage types in an ARPG. Thematic, mechanical and strategic. Sometimes, these core reasons are in conflict with each other. Firstly, let’s get thematic out of the way. It may be pretty obvious that you don’t want your fireball to deal the same type of damage as your sword slash. However, you could simply tweak the numbers to be appropriate and get away with both a sword slash and a fireball impact displaying a white number indicating health loss / damage done.
Then why are we still going for a difference? Because the way in which someone might resist the sword slash and fireball should be completely independent from each other (this ties into strategic). A thick suit of armor may be well suited to block a sword, but won’t protect the wearer from the searing heat of a fireball. The game should be able to discern the difference to logically translate this to the player to help them define their class identity, and thus their lore-oriented gaming experience.
Secondly, there are mechanical reasons an ARPG could chose to build into their damage. This can be done by making negative effects associated with a certain damage type. The most clear example of this is a slowing effect from taking cold damage. Developers might want to embed into their coding that cold damage inflicted will also always slow down a target, or perhaps even freeze it solid after taking multiple hits from cold damage. Fire damage could always have a burning after effect, causing a target to take a portion of the damage over time. Poison might cripple the target’s damage, and so on.
Lastly, we have strategy. An ARPG is all about building your character to be more powerful. This is done through items, skills and other modifiers, and is tested on endless hordes of monsters. If all your skills did the same type of damage however, the game would quickly become bland. You only have one damage type, so you want to buff it as much as you can while maintaining survivability. Basically, you are narrowing down choice in the character build to two choices upon levelling; do I boost my damage, or my health? That is going to get boring quite quickly.
So different damage types allow for different resistance types, which allows for strategic choices. If some monsters are immune, or highly resistant to a certain type of damage, you will want to balance out at least two different damage types to be able to beat all monsters. However, if the strategy reason is ignored in designing, then players are likely to simply focus on their favorite damage type (or favorite class identity associated with that damage) and will only buff that damage type. Without specifically (highly) resistant monsters, there is only an illusion of strategy, but clever players will see that simply boosting their favorite damage type is the most efficient choice. Who cares that it’s a skeleton, the game makes it bleed, so I’m going for bleed damage.
In conclusion, when designing damage types and resistances, many developers only take two or sometimes even only one of these important reasons into account. Because damage types are at the very core of an ARPG, it’s not something that can be changed easily later on, and because it ties into every fiber of what makes a good ARPG, it’s something we want to get right as much as possible. Below, we will discuss some cases of ARPG’s and how their damage type system makes them work (or not).
Case 1: Diablo 2
Considered by many to be one of the best ARPG’s of its time, Diablo 2 is based on very crisp pillars of foundation which I will skip over here to focus on the damage and resistance types in the game.
Diablo 2 has 4 clearly presented damage types with an associated resistance; Lightning, Poison, Ice and Fire. In addition, it has two less obvious damage types; Magical and Physical. So, how well does Diablo 2 hold up to the core reasons for having different damage types? Quite good actually.
The damage types are associated with thematically correct skills and spells, like fireball does fire damage, and leap attack does physical damage. Things that are clearly fantasy-magical and can’t be grouped into anything logical deal magic damage (like Bone Spirit). Thematically speaking in damage types, Diablo 2 is fine.
Then mechanically, the damage types all have a tied in uniqueness; Lightning damage has a very high spread damage (like 1-400), fire is a consistent damage dealer (like 80-120) and ice damage will always slow down or completely freeze enemies, but deals less damage overall. Poison’s unique mechanic is that it’s damage is dealt over time, period; no exceptions. Magical damage is unique because it can’t be resisted percentage-wise (only reduced with special items). But then it gets a bit muddled. Physical damage is reduced by varying factors; block (influenced by equipping a shield), dodge chance (influenced by how much armor one has), and flat resistance like magical has.
Arguably, the mechanics aren’t as inspiring as they could be, but at least the 4 primary ones are clear, you know what to expect from them.
Strategically, Diablo 2’s damage system falls apart. Take the fire sorceress for example. It is very satisfying to bombard hordes of hellish monsters with fireballs, meteors and block their path with walls of flame, but once you advance your character, the damage type becomes less effective. Some monster become completely immune to it (and fire is by far the most resisted type in Diablo 2). What? But that’s no problem right? After all, we want these resistant & immune monsters to enable strategic choices!
But that doesn’t add up due to a major flaw in the game’s skill tree design and gear build-up. The sheer damage loss from spreading your valuable skill points into two, or goodness forbid even three damage types will make your damage so pathetically low that you are even less effective. Most players who’ve played Diablo 2 will know it’s better to cut your losses and quickly run past immune monsters.
So why this limitation, that seems to severely cripple the gameplay? Originally, the game may have been designed with a party in mind. Specifically, teams of players that will compensate for each other’s lack of damage types. However, for a single-player experience, this is an absolute death sentence to the fun.
Another flaw that comes looking around the corner here is the sinister ‘resistance reduction’. Ice may not deal that much damage, but it doesn’t only slow, the sorceress has a passive ability that makes her ice spells ignore a percentage of resistance. This makes ice very overpowered compared to lightning and fire. Additionally, the necromancer had a curse that reduces all resistances.
Despite these ‘flaws’, Diablo 2 is still a very satisfying game that is fun to play. The online and LAN multiplayer experience did compensate for the strategic lack (for single player), though for a game where all the loot can be picked up by anyone, single player ‘farming runs’ are still desired. Furthermore, the resistance system towards magic and physical damage could leave some players confused. It is important to consistently be clear about why something does different damage, and how a player should / could deal with it (in their build, or strategy).
In conclusion, we can learn the following things from Diablo 2’s approach:
- Single player and multiplayer damage type design might collide, it is probably best to focus a game on being either multiplayer only (with human or AI party members to cover other damage types) or single player only (and the player has to choose how to deal with spreading their damage alone).
- Damage types should be simple and clear, allowing players to recognize what the damage type will do for them and how they should approach protecting themselves against that damage type.
Case 2: Grim Dawn
In Grim Dawn, damage types are a base pillar of the game. Grim Dawn has clearly attempted to follow one of it’s major keystones in designing the damage types; choice (in build variation). They have significantly more damage types than Diablo 2; ten damage types (with some associated damage over time types, which I will discuss in a moment) and some less obvious damage types.
Firstly, the primal damage types: Vitality (DOT: vitality decay), Pierce, Chaos, Aether, Lightning (DOT: electrocute), Cold (DOT: frostburn), Fire (DOT: burn), Bleed, Physical (DOT: Internal Trauma) and Acid (and poison). Then lastly, there are four damage types that are less clear: Elemental, Internal Trauma, Pet and Life Reduction. Elemental is a 33/33/33 mix of Fire, Cold and Lightning, and life reduction cuts down current health as a percentage, becoming less effective with lower health targets. Pet damage only benefits… summoned minions and internal trauma has no resistance associated with it.
Let’s analyze this system through the three core reasons of ARPG damage types, starting with the thematic reason. Thematically, skills and spells in Grim Dawn are very intuitive. Their associated damage types are inspiring and feel natural for each ability. Necrotic, death/blood magic as Vitality Damage is enjoyable to play and makes the player feel closer to their character’s chosen identity. Being able to use the otherworldly powers of your opponents, like demonic Chaos damage and astral Aether damage is also very awesome for a player’s experience. Furthermore, you can clearly see each spell is hand-tailored to feel thematically correct. Unfortunately, this sometimes interferes with strategy. This happens when damage types that are difficult to tailor together in a build are both present in a class’s mastery.
Mechanically, Grim Dawn’s damage types are not unique. Their intuitively associated negative effects have been separated from them to be tuned individually. This is also caused by the choice to split damage over time components away from the damage type (like Fire damage and Burning damage). Skills that deal cold damage usually have a slow component linked into them, but this is a separate piece of information. For example, Wind Devil’s modifier Raging Tempest adds cold damage to the original Wind Devil, and also adds a slow that scales with levelling. This is a design choice with a strong logic behind it; the developers wanted to separate cold damage from it’s slowing component so they could individually tune them (more cold damage might not mean that much more slowing effect). But to a player this extra piece of information adds to a total pile of information, which will make the game less accessible. This is part of a clarity to complexity discussion I will avoid here, but the point is that if something deals cold damage, wouldn’t you always want players to experience it through the slowing effect anyway? This is a blurry boundary between thematic and mechanical and I’m not saying one choice is superior to the other.
Lastly, let’s discuss strategy. Grim Dawn doesn’t have the problem that Diablo 2 had; a single player and multiplayer issue (though there is multiplayer in Grim Dawn, the design choice was much clearer; no PvP and solo play is emphasized in the core). This would open up a wide array of strategic choices for a player, were it not for the lack one important component in Grim Dawn. Monster resistance is there, but it is hidden. While one could assume that most Ch’tonic monsters do quite well against Chaos damage, it might be less intuitive that some are actually very resistant to Vitality damage. This information should be clear, in-game to a player, so they can choose to use a different type of damage to pass those monster types. Additionally, monsters are never immune. While immunity is a mistake in a game like Diablo 2, where there are no tools to allow specializing in two or more types of damage, the lack of it in Grim Dawn enables players to solely focus on two things: boosting their damage type and their ability to reduce enemy’s resistance to that damage type. This makes picking a damage type solely thematic, and not strategic at all.
Arguably, resistance reduction is a poor design choice on its own. By simply removing it, developers avoid the needless complexity that comes with balancing out all different damage types resistance reduction. While in the game, it narrows the choices for players significantly, by funneling them into focusing on one damage type, since as long as they can get it strong enough, it will allow them to beat anything. This is in conflict with another aspect of the game, the fact that many skills and spells actually deal two or more damage types already and that most devotions boost multiple types of damage. This might have been because of a thematic reason, or it could be a strategic reason. If it is thematic, it only adds to frustration because it will feel to players as if a part of their invested skill point is wasted (on damage they will never focus on). If it is strategic, it is pointless because players can beat the game with just one damage type in their arsenal; since there are no immune monsters in the game.
In conclusion, we can learn the following things from Grim Dawn’s approach:
- Thematic choices that make sense to class identity might conflict with strategy. It is arguably best to first design the strategy and then design thematic things around it to prevent this.
- Separating the mechanical component from damage types may add to build diversity, but it will also add to information clutter. Building a specific, clearly defined negative effect to each damage type will reduce information clutter and increase the thematic aspect of damage identity. This means no separate damage over time for each damage type, and no split slow from cold damage for example.
- To promote player strategy, it should not be possible to beat every game’s monster with just one type of damage. Adding (a maximum of one) immunity to some monsters, especially on ultimate difficulty, will see to this. Removing resistance reduction could increase clarity, but if immunity actually means “cannot be reduced below 100% reduction” it could stay and add to player build diversity. The only question here is then; what is resistance reduction? If it is only a glorified type of damage increase, then it might not be needed at all.
Please note that this is of course, just an educated opinion. I only studied ludology and game design, but never worked in the industry so my idea might be flawed. This is in no way criticism on the developers of Grim Dawn, I know I wouldn’t have done a better job building it. Discussion is always welcome!
Sources:
- Salen, K. & Zimmerman, E. Rules of Play; Game Design Fundamentals
- Koster, R. A Theory of Fun for Game Design