DorkUnderimbecile
Watcher
- Joined
- September 28, 2014
- Messages
- 48
Real time with pause. People often use the argument that's it's a shitty compromise, well I believe it's a good compromise.
Turn based is limited in the way it approaches a combat encounter, unless the whole game is completely turn based, inside combat and outside.
People complaint real time is clusterfucky. It's true and there's nothing wrong with combat being chaotic. Making sense of the mess is part of the challenge and I say more believable than a cookie cutter chess fight.
The pause button ensures that it's never a fight with the interface in itself.
Speaking of chess fight, you hear that apparently turn based is more ''strategic''. It's rubbish. RPGs will always have nothing more than a superficial layer of strategical value, unless you cut the stats/spells/abilities parameters to a big extent like banner saga. You can't design deeply challenging encounters when you have so much parameters to take into consideration. Not to mention the AI suffers significantly the more complex it gets. At a fundamental level a game has to be simple to be challenging. Try winning a chess game in moderate difficulty, then compare to even something like X-com (the old) and tell me which one was harder. I did fuck up several times a combat encounter in the infinity engine games, I rarely if ever die in turn based rpgs. And looking at let's plays on the internet it's something quite blatant.
I don't see the point of having every single individual dully standing immobile waiting for their particular turn to make a move. Kills believability for me where it looks like the enemy decided to throw a pokemon match instead of a fight.
Real time also parameters the dynamic dimension of simultaneous actions, which is sorely missed in TB and a waste of technological potential.
Turn based is limited in the way it approaches a combat encounter, unless the whole game is completely turn based, inside combat and outside.
People complaint real time is clusterfucky. It's true and there's nothing wrong with combat being chaotic. Making sense of the mess is part of the challenge and I say more believable than a cookie cutter chess fight.
The pause button ensures that it's never a fight with the interface in itself.
Speaking of chess fight, you hear that apparently turn based is more ''strategic''. It's rubbish. RPGs will always have nothing more than a superficial layer of strategical value, unless you cut the stats/spells/abilities parameters to a big extent like banner saga. You can't design deeply challenging encounters when you have so much parameters to take into consideration. Not to mention the AI suffers significantly the more complex it gets. At a fundamental level a game has to be simple to be challenging. Try winning a chess game in moderate difficulty, then compare to even something like X-com (the old) and tell me which one was harder. I did fuck up several times a combat encounter in the infinity engine games, I rarely if ever die in turn based rpgs. And looking at let's plays on the internet it's something quite blatant.
I don't see the point of having every single individual dully standing immobile waiting for their particular turn to make a move. Kills believability for me where it looks like the enemy decided to throw a pokemon match instead of a fight.
Real time also parameters the dynamic dimension of simultaneous actions, which is sorely missed in TB and a waste of technological potential.
- Joined
- Sep 28, 2014
- Messages
- 48