Obsidian going above and beyond. This would have to be some of the best post go-live support i have ever seen. Not sure if anyone can recall anything better? (excluding paid dlc/expansions).
I think they did this to increase sales a bit. I will buy the game now if the turn-based combat is done fairly well. I think there is about 100,000 turn-based fans that will buy the game.
My main concern about TB POE is that fights in POE last for a very high number of rounds. It might get very boring to hit attack over and over 200 times for every fight.
Outside of a few optional bosses fight, I never had encounters last for very long in either POE or POE2 on normal…and turn-based boss fights tend to be much longer than RTwP ones from my jrpg experience.
Also, the ending quote:
“I’ve always preferred turn-based,” he says. “Because of my tabletop background, and because I prefer closer examination. When I play real-time with pause, I micromanage so much that it might as well be turn-based.”
Josh Sawyer is back on my approved list.
It's a smart way to double dip, and likely won't be too difficult for them to implement. Then you'll have the best of both worlds, the real time with pause and the turn based crowds will both be pleased and put forth their monies. I wonder if this is a trend that we'll see them continue in the future with new products.
Could be but why? As the original Pillars was also released on consoles with RTwP.
The real time fights aren't all that long. But if you actually look at the round by round summary, there are usually dozens of combat rounds going by in even a short fight. That could be ridiculously tedious if you had to give orders to all of your characters for each individual round. They'd have to find a way to rebalance the system to avoid that.
Maybe. However I micromanage exactly like that in RTWP-games, so it sounds plausible to me that he actually plays that way. Of course it could be both good PR and true at the same time.Bleh. PR statement to the max.
I can think of a number of older games that tried having turn based or real time combat options. In general it was a always bit of a train wreck and resulted in both modes not working well. I'm not sure that I can think of a single time that it was done well. I think the problem is that each mode requires very different game mechanics and scenario design to support.
But it's been awhile since anyone tried so who knows, maybe PoE will make it work. It's going to need some dramatic changes to the way combat works though in TB mode, just using the exact same system they have in real time doesn't seem like it would work.
Bleh. PR statement to the max.