Realism In Mechanics: Tide Meter

Another game mechanic which brings an element of realism to Infinities is the Tide Meter. The primary purpose of the Tide Meter is to act as a measurement of momentum in combat. Momentum can then be identified and then acted upon by players and non-player characters. The applications of Tide in Infinities range from powerful unlocked abilities, effects which scale based on current Tide, and enemy mechanics dependent on Tide. Tide introduces timing, strategy, and counter-play when it comes to the triggering of its effects, adding both short-term and long-term depth to combat.

Momentum is a mechanic that appears in some form in many other game systems, whether apparent on the surface or not. There are a number of examples of this, such as resource building, item acquisition, and skill ranking, but these are often measured over long durations. Real-time momentum mechanics are often included in more action-based games such as fighters or ARPGs. A prime example is the Street Fighter series with the “Super Meter.” This meter fills as you perform certain actions like striking an opponent or blocking an attack and it offers a powerful special move when filled. As far as analogues go, the Super Meter is as close as one can get to the Tide Meter for reference purposes.

Tide itself is displayed as a fluctuating meter representing 0-100% battle control. It begins at 50% and proceeds as a virtual tug of war from there. In Infinities, all abilities generate a base amount of Tide and can generate extra Tide from contextual bonuses. As a simple example, if an ability is an area attack and you only hit one enemy with it, you will generate less Tide than someone who hits three enemies. Support characters have effects which amplify Tide generation or even create temporary illusions of “false” Tide. Non-player controlled units have a steady flow of Tide generation, even when not attacking. This ticking Tide can be escalated to make enemies targets more difficult or allied units particularly influential in a scenario.

The most obvious role of Tide is for a character or group who is at an advantage to use powerful Tide effects to bring a battle to its end—a coup de grace, if you will. While it may seem tempting to use unlocked Tide abilities as soon as they become available, one would be best served to trigger them strategically as fits the combat scenario. On the other hand, the Tide Meter can actually function as a benefit to the losing side of combat. Desperation, being backed into a corner, or simply refusing to accept defeat can unlock low-Tide abilities and trigger effects similarly to the high side of the meter. In this way, the Tide Meter blends realism with an equal dose of fantasy. While realism in mechanics can be a good thing, it can also cause a negative experience when taken too far. Let’s face it, sometimes reality sucks. Besides, who doesn’t love the part of the movie when the hero, against unbelievable odds, comes back and knocks out the bad guy?

For more information on this unique mechanic, see the wiki entry: Tide Meter. Please leave your thoughts in the comment section!

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