Grunker
RPG Codex Ghost
I really like Pillars of Eternity and to a lesser extend Pathfinder: Kingmaker. Both were among my favourites of the latest RPG generation (though not the favourite - that award goes to Blackguards for me).
However, they never got to full-on Baldur's Gate-levels of awesome for me, and I didn't really know why (story and companions are no explanation on their own, since I like these games first and foremost due to their gameplay).
Part of the reason was revealed to me when I played first PoE II and since Pathfinder: Kingmaker in their respective turn-based modes. Both games were suddenly way more enjoyable.
So maybe I had just moved on from RTwP? Maybe I just didn't like that anymore?
Well... no. Because I returned to Baldur's Gate and had a blast. The same for Icewind Dale, which is still an amazing game. The frantic, fast RTS-like gameplay was as fun as ever.
In comparison, PoE's and Pathfinder's RTwP-modes are slow, unwieldy things, which works actively against the core of the real time gameplay. Attacks of opportunity and slow movement speed - even when hasted - robs real time of its core appeal. On turn-based, Pillars is way more fun and so far, Pathfinder: Kingmaker has gone from an OK game for me to having a literal blast. On turn-based and Unfair, it might be one of my favourite games ever, and if PoE II's difficulty wasn't so low even on PotD, it would probably be too, even though its turn-based mode is less gracefully implemented. They're both sooooooo much better on turn-based.
The conclusion must thus be that Sensuki was right. Maybe not in every single autistic "waaaah PoE isn't like BG"-post, but certainly in the sperging he did on the movement and ~*feel*~ of BG and why combat in the IE-games was so fun.
If you're going to hamper movement and on-the-fly-control - if you're going to impose restrictions on how avatars interact with the map and each other - there's simply no reason for doing your game in real time.
However, they never got to full-on Baldur's Gate-levels of awesome for me, and I didn't really know why (story and companions are no explanation on their own, since I like these games first and foremost due to their gameplay).
Part of the reason was revealed to me when I played first PoE II and since Pathfinder: Kingmaker in their respective turn-based modes. Both games were suddenly way more enjoyable.
So maybe I had just moved on from RTwP? Maybe I just didn't like that anymore?
Well... no. Because I returned to Baldur's Gate and had a blast. The same for Icewind Dale, which is still an amazing game. The frantic, fast RTS-like gameplay was as fun as ever.
In comparison, PoE's and Pathfinder's RTwP-modes are slow, unwieldy things, which works actively against the core of the real time gameplay. Attacks of opportunity and slow movement speed - even when hasted - robs real time of its core appeal. On turn-based, Pillars is way more fun and so far, Pathfinder: Kingmaker has gone from an OK game for me to having a literal blast. On turn-based and Unfair, it might be one of my favourite games ever, and if PoE II's difficulty wasn't so low even on PotD, it would probably be too, even though its turn-based mode is less gracefully implemented. They're both sooooooo much better on turn-based.
The conclusion must thus be that Sensuki was right. Maybe not in every single autistic "waaaah PoE isn't like BG"-post, but certainly in the sperging he did on the movement and ~*feel*~ of BG and why combat in the IE-games was so fun.
If you're going to hamper movement and on-the-fly-control - if you're going to impose restrictions on how avatars interact with the map and each other - there's simply no reason for doing your game in real time.
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