Designing Interesting Enemies

It’s common in JRPGs for players to fight dozens of the same monsters and humans. This works fine for games where you will have hundreds of battles or where grinding is required. For Alarial’s Blessing, we’re going in the opposite direction. We want each fight to feel different and engaging. One big part of that is making sure the enemies themselves are unique and interesting. This sketch is an example of some humans you may fight.

The goal is to make even the “trash” mobs have real personality and backstory. We want the player to feel like they are fighting actual human beings and not nameless enemy templates. These kinds of opponents will add weight and immersion to every fight. These two characters might be in exactly one battle, and you may never see them again. Maybe it won’t be so simple to end the lives of enemies like this?