Which was the first game to use multiple Rock Paper Scissors mechanics?
inna last edited by
There are many games that use a https://tropedia.fandom.com/wiki/Tactical_Rock-Paper-Scissors or https://tropedia.fandom.com/wiki/Elemental_Rock-Paper-Scissors https://en.wikipedia.org/wiki/Rock_paper_scissors mechanic. Some of them try to make things more interesting by modifying the mechanic, such as by changing the number of options or the relationships between them.
However, some games do this by using more than one separate Rock Paper Scissors cycle. The only example of this which I have seen is a 3–2 arrangement, where a classical Rock Paper Scissors triangle is coupled with a binary opposition system.
For example, from the mobile game Empires & Puzzles:
Fire (red) beats nature (green), which beats ice (blue), which beats fire (red).
Light (yellow) beats dark (purple), which beats light (yellow).
I do not consider Pokémon to be an example of this. There are https://pokemondb.net/type and they cannot be divided into separate Rock Paper Scissors cycles.
Does anybody know the first game to implement a system of multiple Rock Paper Scissors mechanics?
There are many recent games using multiple Rock Paper Scissors mechanics, such as:
https://bravefrontierglobal.fandom.com/wiki/Elements , 2013:
Fire > Earth > Thunder > Water then Dark - Light oppose each other
https://en.wikipedia.org/wiki/The_Denpa_Men:_They_Came_By_Wave , 2012:
Fire > Ice > Wind > Earth > Electricity > Water > Fire. Light and Dark are more complicated: Light Denpa Men resist Dark but are weak to Light. Light enemies are often weak to both. Dark enemies are often only weak to Light.
Probably (I can't find anything before) the first appearance of this mechaninc should be from https://aselia.fandom.com/wiki/Elements :
Fire, Ice, Wind, Earth, Lighting, and Water, in a cycle, then has Light and Dark, which were both strong against each other.
Tales of Phantasia (1995):
Introduces elements to the series. Elemental damage comes in four forms: neutral, weakness, resistance and absorption. There are degrees of resistance; the higher the resistance, the higher the chance to nullify the damage.
This system is also used in the PlayStation release of Tales of Destiny (1997)
Tales of Eternia (2000):
Revolutionizes the system by reworking the concept of resistance. Resistance now means that the target takes decreased damage from the element rather than having a chance to nullify it. This system is then used in most games of the franchise.
I can't find any proof about Phantasia, but https://aselia.fandom.com/wiki/Elements#Dark.2C_Darkness.2C_and_Shade and https://aselia.fandom.com/wiki/Elements#Light were already present in Destiny. The "elemental wheel" wasn't really changed in Eternia, only how resistance is managed.
So Tales of Destiny is my guess.
Source, https://tvtropes.org/pmwiki/pmwiki.php/Main/ElementalRockPaperScissors .