AetherVagrant
Cipher
- Joined
- Apr 12, 2015
- Messages
- 519
So Stats vs. Player Skill.
Kodex Kritikal Konsesus seems to be that real-time RPGs rely too much on Player Skill, and that Turn-based is the solution. However, this only transfers the required player skill. Instead of twitchy reactions, you need more tactical skills.
Yet, it still comes down to player skill, except if the AI has exactly the same skill level you have, in which case the skill equals out and the stats become more important.
The problem with autoresolve is that you know you could have done better, especially if you can watch the battle, and see the AI commit atrocious errors. Perhaps this is the reason I like the combat of Settlers 2 so much: It has absolutely no player input, the only difference between two duelling knights is their experience level. But the combat system itself is so simple that the AI cannot make errors - instead of knowing you could do better, watching the battles becomes a suspenseful experience.
But this got me thinking: perhaps the best solution is a very simple combat system that is not influencable by the player, a kind of Settlers 2 combat for RPGs.
Perhaps this idea is also completely stupid, so ... DISCUSS!
This sounds like a Sawyerian solution. Better results and/or "more fair" dont always equal to more fun. Player skill and stats are important because each allows a different type of person to still progress and have fun with the game. If someone is skilled in the mechanics of the combat (whether rt or tb) then they can use that to compensate for their lack of stats, or play less of the "preparation game" and more of the actual fighting. The stats let someone who cant win that combat become more powerful and reduce their handicap through more work or critical thinking prior to battle. Both elements are essential for player satisfaction over a broad audience. I DONT think that stats should affect to-hit chance in a real time first-person-sworder, because it breaks the immersion too much to have a point blank pistol shot miss when an blind autistic kid with a seizure should have hit the thing. Theres no reason to have a combat system and have it autoresolve. if you want to reduce player input than maybe the choices made prior to the battle, or a choose-your-path style options could be utilized. A game with a combat system that looks like it should be manual (watching movement and attacks etc) just with an Ai controlling it all is even more boring than watching your mom play final fantasy 11