{"id":55119,"date":"2025-12-18T23:00:00","date_gmt":"2025-12-18T14:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=55119"},"modified":"2025-12-18T18:36:16","modified_gmt":"2025-12-18T09:36:16","slug":"clair-obscur-expedition-33s-battle-system-was-designed-around-the-premise-of-no-frustrating-deaths-and-a-game-you-can-clear-with","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/clair-obscur-expedition-33s-battle-system-was-designed-around-the-premise-of-no-frustrating-deaths-and-a-game-you-can-clear-with\/","title":{"rendered":"Clair\u00a0Obscur: Expedition 33\u2019s battle system\u00a0was designed\u00a0around the premise of\u00a0\u201cno\u00a0frustrating\u00a0deaths\u201d\u00a0and \u201ca game you can clear without taking a single hit,\u201d\u00a0director says\u00a0"},"content":{"rendered":"\n<p>Following&nbsp;<strong>Clair&nbsp;Obscur: Expedition 33\u2019s<\/strong>&nbsp;overwhelming victory at The Game Awards 2025, game director&nbsp;Guillaume Broche talked about the title\u2019s development in a three-way&nbsp;discussion&nbsp;with&nbsp;<a href=\"https:\/\/news.denfaminicogamer.jp\/interview\/2512124d\" target=\"_blank\" rel=\"noreferrer noopener\">Denfaminicogamer<\/a>&nbsp;and&nbsp;Hiroyuki Kobayashi, founder of Ender series developer Binary Haze Interactive.&nbsp;&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Clair Obscur: Expedition 33 | Thank You Update Trailer\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/C_Gp_ZHwaUQ?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>During the&nbsp;interview, Broche touched upon Sandall Interactive\u2019s&nbsp;philosophy&nbsp;when designing Expedition 33\u2019s combat and balancing difficulty.&nbsp;Kobayashi commends the game&nbsp;for not hesitating to throw challenging&nbsp;enemies at players even early on&nbsp;in progression, comparing&nbsp;the approach to&nbsp;that of&nbsp;FromSoftware\u2019s&nbsp;Sekiro: Shadows Die Twice. Interestingly, Broche&nbsp;himself&nbsp;considers this&nbsp;&#8220;a very Japanese\u201d design choice.&nbsp;<\/p>\n\n\n\n<p>\u201cIn Western games, you&nbsp;don\u2019t&nbsp;often see an obviously overpowered boss placed early on. One of the reasons I love JRPGs is precisely this experience of challenging something and eventually overcoming it.&nbsp;Even if&nbsp;I&#8217;m&nbsp;told&nbsp;it\u2019s&nbsp;impossible,&nbsp;I want to&nbsp;keep trying, even if it takes me&nbsp;three days. And when&nbsp;I&nbsp;finally win,&nbsp;I&nbsp;become overwhelmingly stronger. That feeling is irresistible.\u201d&nbsp;<\/p>\n\n\n\n<p>In this sense,&nbsp;the&nbsp;high-difficulty&nbsp;and&nbsp;optional&nbsp;bosses&nbsp;in&nbsp;Expedition 33 were deliberately&nbsp;designed&nbsp;under the assumption that the player will die at least once, learn, and then&nbsp;retry. The key to making this work,&nbsp;however, is for deaths to not feel&nbsp;frustrating&nbsp;for the player, Broche notes.&nbsp;<\/p>\n\n\n\n<p>\u201cThe&nbsp;reason why&nbsp;dying feels&nbsp;frustrating&nbsp;in typical turn-based RPGs is because luck is often involved. For example, the boss might just attack the wrong character and&nbsp;there&#8217;s&nbsp;nothing the player can do, or the boss has a random behavior pattern&nbsp;that&#8217;s&nbsp;impossible to counter. Deaths like&nbsp;these&nbsp;lead&nbsp;to dissatisfaction among players.\u201d&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1159\" height=\"656\" sizes=\"auto, (max-width: 1159px) 100vw, 1159px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251008-52821-001.jpg\" alt=\"\" class=\"wp-image-52826\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251008-52821-001.jpg 1159w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251008-52821-001-380x215.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251008-52821-001-768x435.jpg 768w\" \/><\/figure>\n\n\n\n<p>As such,&nbsp;Sandfall&nbsp;Interactive made a point of designing Expedition 33 so that players only died&nbsp;as a result of&nbsp;not&nbsp;taking advantage of&nbsp;patterns correctly, which is something they can learn and overcome, thus making the whole thing feel rewarding.&nbsp;Inversely, this also means Clair&nbsp;Obscur&nbsp;is technically \u201ca game in which you can beat the&nbsp;final&nbsp;boss at Level 1,\u201d as&nbsp;Kobayashi&nbsp;points out.&nbsp;<\/p>\n\n\n\n<p>Broche confirms that it was indeed his team\u2019s intention from day one to&nbsp;build&nbsp;the battle system around the vision of \u201ca game that can be cleared without taking a single hit.\u201d&nbsp;This approach also happened to act as an important \u201cconstraint\u201d during development, helping the developers trim down any unnecessary mechanics.&nbsp;<\/p>\n\n\n\n<p>\u201cTraditional turn-based RPGs feature a plethora of mechanics, such as status effects, buffs, and debuffs. During the design phase, we first considered,&nbsp;\u2018Can a boss using this mechanic be defeated without taking any damage?\u2019&nbsp;If the answer&nbsp;was&nbsp;no, we&nbsp;didn\u2019t&nbsp;use that mechanic in the first&nbsp;place.\u201d&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1517\" height=\"849\" sizes=\"auto, (max-width: 1517px) 100vw, 1517px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/12\/20251218-55119-001.jpg\" alt=\"\" class=\"wp-image-55126\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/12\/20251218-55119-001.jpg 1517w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/12\/20251218-55119-001-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/12\/20251218-55119-001-768x430.jpg 768w\" \/><\/figure>\n\n\n\n<p>Clair&nbsp;Obscur: Expedition 33 is available for PC (<a href=\"https:\/\/store.steampowered.com\/app\/1903340\/Clair_Obscur_Expedition_33\/\" target=\"_blank\" rel=\"noreferrer noopener\">Steam<\/a>), PS5 and Xbox Series X|S.&nbsp;A free \u201cThank You Update\u201d with new quests, locations and, ironically, new bosses&nbsp;that are giving players a really&nbsp;hard time.&nbsp;<\/p>\n\n\n\n<p><strong>Related articles:\u00a0<\/strong><a href=\"https:\/\/automaton-media.com\/en\/news\/clair-obscur-expedition-33-director-says-turn-based-rpgs-are-selling-better-lately-but-the-prejudice-is-still-there\/\" target=\"_blank\" rel=\"noreferrer noopener\"><strong>Clair Obscur: Expedition 33 director says turn-based RPGs are selling better lately, but the prejudice is still there<\/strong><\/a>\u00a0<\/p>\n\n\n\n<p><a href=\"https:\/\/automaton-media.com\/en\/interviews\/ninja-gaiden-4-creators-say-fairness-in-dying-is-what-sets-apart-a-challenging-action-game-from-an-unreasonable-one\/\" target=\"_blank\" rel=\"noreferrer noopener\"><strong>Ninja Gaiden 4 creators say \u201cfairness in dying\u201d is what sets apart a challenging action game from an unreasonable one<\/strong><\/a>&nbsp;<\/p>\n\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Clair Obscur: Expedition 33 director Guillaume Broche talks about the game&#8217;s battle design in a dialogue with Hiroyuki Kobayashi.<\/p>\n","protected":false},"author":55,"featured_media":55125,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,3],"tags":[18],"class_list":["post-55119","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-news","tag-global-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - 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