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- Jan 28, 2011
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Something I've noticed. A sequel or spiritual successor to a beloved classic that had a simplistic combat system attempts to remediate that by adding complexity the the formula. We've seen this happen at least three times already:
1) Age of Decadence. Took the single character control, turn-based formula of Fallout and made it much harder and more complex, instead of just "improve weapon skill, get best weapon, aim for eyes".
2) Might & Magic X. Took the simplistic click-click-click-until-they're-gone blob combat formula of World of Xeen and made it more involving and Wizardry-esque, with ability usage and tougher enemies.
3) Pillars of Eternity. Takes the often brainless "select all and attack the nearest enemy" combat of the low-level Infinity Engine games and makes it more complex, with engagement, DT, more active abilities, and less overpowered crowd control.
In all three cases, a significant number of people on the Codex and elsewhere ended up rejecting it. They prefer the simplistic combat of the classics.
In other words, this maxim: http://www.irontowerstudio.com/forum/index.php/topic,3339.0.html
...rings hollow for them. Basically, they want the combat to be designed for people who don't like combat.
Two observations on this:
1) If you ask most of these people "Well, if you want the combat to be automated/simplistic, why not just remove it altogether? What's the point?", they'll disagree. They do want combat, they do still want that feeling of going through the motions - mindless as it might be.
2) It's interesting that in all three cases, the game in question does not use the "standard model" turn-based/isometric/full-party-control formula for combat. Perhaps there's a belief that that is the only type of combat that is "allowed" to be complex?
1) Age of Decadence. Took the single character control, turn-based formula of Fallout and made it much harder and more complex, instead of just "improve weapon skill, get best weapon, aim for eyes".
2) Might & Magic X. Took the simplistic click-click-click-until-they're-gone blob combat formula of World of Xeen and made it more involving and Wizardry-esque, with ability usage and tougher enemies.
3) Pillars of Eternity. Takes the often brainless "select all and attack the nearest enemy" combat of the low-level Infinity Engine games and makes it more complex, with engagement, DT, more active abilities, and less overpowered crowd control.
In all three cases, a significant number of people on the Codex and elsewhere ended up rejecting it. They prefer the simplistic combat of the classics.
In other words, this maxim: http://www.irontowerstudio.com/forum/index.php/topic,3339.0.html
We should be designing games for people who want to play them, not for people who want to skip through them. Combat designed for people who like combat, conversations designed for people who like conversations, explorable areas designed for people who like to explore.
...rings hollow for them. Basically, they want the combat to be designed for people who don't like combat.
Two observations on this:
1) If you ask most of these people "Well, if you want the combat to be automated/simplistic, why not just remove it altogether? What's the point?", they'll disagree. They do want combat, they do still want that feeling of going through the motions - mindless as it might be.
2) It's interesting that in all three cases, the game in question does not use the "standard model" turn-based/isometric/full-party-control formula for combat. Perhaps there's a belief that that is the only type of combat that is "allowed" to be complex?