a significant number of clothing items do more than simply prop up the stats of the avatars<\/a>. Some items regenerate health, increase the chance of critical hits, potentially make the enemy dizzy after you jump on it, etc. Again, I can’t really fault this aspect of the equipment system either because such gear adds player-determined variation to the battles and encourages the player to experiment with different strategies and gameplay styles. Below, I have included some of my favourite examples:<\/span><\/p>\nCoin Socks<\/span><\/strong><\/p>\nIf the wearer takes no damage during a battle, 1.5x coins awarded<\/span><\/p>\nGall Socks<\/span><\/strong><\/p>\nFoes are 50% more attracted to attack the wearer<\/span><\/p>\nChallenge Medal<\/span><\/strong><\/p>\nAll enemies have HP, DEF, & SPEED increased by 50% and POW increased by 150%, but coins gained from battle increase by 50%<\/span><\/p>\nHeroic Patch<\/span><\/strong><\/p>\nSpecial attack POW +30%, but SP cost doubles<\/span><\/p>\nPOW Mush Jam<\/span><\/strong><\/p>\nWhen wearer eats any type of mushroom (healing item), POW +20%<\/span><\/p>\nI just couldn’t go past the Softener Gloves<\/strong>:<\/span><\/p>\nDue to a coding error, occasionally raises enemy DEF by 25% rather than lowering it.<\/span><\/p>\nThe examples above are unfortunately the exception and not the rule. The majority of non-stat-increasing clothing items are buffs and therefore aren’t terribly different to stat boosts at all. Where levelling was completely artificial, the equipment system is perhaps half synthetic (the routine of buying better gear and clothing as buffs) and half functional (clothing as collectables, clothing as adding variation and options to battles).<\/span><\/p>\nBadges<\/span><\/h3>\nBadges are the third and final piece in the pie of systems which surround the core battle system. Mario and Luigi each have their own badge halves which connect together. As each character lands \u201cGood\u201d, \u201cGreat\u201d, and \u201cExcellent\u201d (well timed) hits, their badge meter increases. Once both meters are maxed, the player can tap the touch screen to activate an effect. Mario’s badge determines the effect and Luigi’s badge determines the degree of effect. Unlike levelling and equipment, badges support the core functions of the game by rewarding the player for attacking and countering enemies. They also allow the player to customise battles so as to support their own playstyle. For example, I set the badges up so that after landing enough well timed attacks, I could heal half of the Bros’s SP. This meant that I had more opportunities to use the special attacks, something which I felt I needed more practice with.<\/span><\/p>\nThe levelling system and some parts of the equipment system don’t support the core of what makes BIS’s battle systems so unique and engaging, and so they’re more like clutter than the potent force they are in more traditional RPGs. On the other hand, badges and some parts of the equipment system support the core functions of attacking and dodging and also enhance other areas of the game, such as the player’s engagement with the overworld. So depending on the implementation, traditional RPG systems can both complement and clutter a functionally designed core.<\/span><\/p>\n<\/div>","protected":false},"excerpt":{"rendered":"
Bowser’s Inside Story‘s battle system adheres to Nintendo’s clean and functional approach to game design (see earlier articles on narrative and level design). Attacks operate in real time and test a variety of different skills, while the turn-based structure organises the moments of action into clean, discrete chunks. This strong core is surrounded by levelling, […]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[409],"tags":[845,844],"class_list":["post-6452","post","type-post","status-publish","format-standard","hentry","category-game-discussion","tag-bowsers-inside-story","tag-mario-and-luigi"],"_links":{"self":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/6452"}],"collection":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/comments?post=6452"}],"version-history":[{"count":4,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/6452\/revisions"}],"predecessor-version":[{"id":6457,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/6452\/revisions\/6457"}],"wp:attachment":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/media?parent=6452"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/categories?post=6452"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/tags?post=6452"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}