chrisbeddoes said:
Ehhh . What about Originality ?
Argh.. Brown on dark green is hard to read, Chris.
What he's saying is basically that if there's a really good mechanic in another CRPG that would work well in yours, use it. That doesn't mean you can't improve it and add your own touch though. Like he pointed out, minimaps are pretty much a standard in CRPGs now, but they didn't use to be. Everyone seems to know this, except the French(yes, that was a slight at Arx Fatalis). That doesn't mean there aren't good and bad implimentations of minimaps though.
The minimap is the type of mechanic he's talking about, but that doesn't mean there isn't a lot of room with such a mechanic for both success and failure on the part of the developers.
Turn based is a good as real time.
But trying to do BOTH in a single game is a recipy for disaster.
I agree that having both is bad, but I disagree with "Turn based is as good as real time", because there are a significant number of problems with making a turn based system in to real time. When the turn based system
works, by making it real time, you're fixing something that isn't broken.
I think the best example would be the problems with with combat feats and real time. Every action has to be moving within a time frame, and you can only have so many actions per time frame because of animation times. Therefore, you can't really have all the rules from 3E involving multiple attacks because of this. Imagine <i>Great Cleave</i> and <i>Combat Reflexes</i> working together in a six second round where you have many combatants moving around the player and given the character is a moderate level fighter. How many attack animations would you have to pull off in that six seconds?
If you have <i>Great Cleave</i>, that's two additional attacks on a successful kill and successful <i>Cleave</i>, so three attacks total. If you're a fighter with two attacks per round, that makes that six attacks per round or one attack per second. If you have enemies moving around you, casting spells, and so forth, you can have even more attacks in that round, which would cause numerous problems with animation.
That's why the real time implimentations of 3E tend to drop rules. IIRC, NWN didn't have <i>Great Cleave</i> or <i>Combat Reflexes</i>. IWD2 didn't have Attacks of Opportunity and <i>Combat Reflexes</i>.
Pronto Games, when they made Eye of the Beholder for the GBA, actually dropped the real time combat that was seen in the original game in order to better impliment their 3E rules. Of course, they dropped some things as well, but we're talking about a GameBoy Advance here, not a 1.5GHz PC.
People want what they always want .
But only something that is rare is appeciated .
You got to find what others have not given to people
and give it to them yourshelf.
For example Fallout 1 or 2 were defiant rpg .
Everything that our society has put in a pedestral
and worship's the 2 fallout ridiculed .
Goverment , authority , marriage , organized religion,organized crime .
In that sense the Fallout's brought the rock and roll revolution
to the rpg settings.
People liked that because nobody had done it before.
Fallout wasn't exactly defiant. It was basically old school.
That is why feedback from others is so important .
Feedback is fine when the developers are smart enough to filter what's good from what's bad. Listenning to feedback without filtering is what brought us Fallout 2 and all that was bad with it, after all.
Asking fans isn't the end all and be all solution, since a lot of "fans" out there come up with some really stupid ideas. Check out the Fallout forums on Interplay's forum pool sometime.