interesting
good article, the prose was questionable lol, but it was a nice overview of the problems inherent in traditional rpgs.
Bottom Line: this is a very fragmented expose. I do not agree with all the author's points in the essay. It appeared that while all his points were valid what he dealt with in the deficiencies of rpg systems were often secondary effects over emphasized rather than the primary objective of those systems. Real time is fun, because it is real time. Execution and planning are simultaneous. Turn based is fun, becasue turn base allows for adequate planning. My goal is to integrate the two to the fullest extent without compromising either too much. The system outlined below is a rough sketch, and misses the infinitude of details that is necessary to tweak this system to work. however, it presents one possible alternative. If you have any questions, complaints, or critiques, I am completely open.
Back in eighth grade, I was actually mulling over these exact same problems and devised my own system, (ironically also phase-based although at that time I just thought it was new). I loved the pause-based system in BG, thought Diablo fun in the short term, and marveled over Ogre Tactics based system, but I still thought a better system could be made. Truth to tell I have been more of a console gamer than pc, but I have always found PC rpgs more deep combat wise.
So here I go, my original idea:
What is needed is a phased base system that is inherently real time, but whose speed is controllable by the player at whim. The speed in the game is limited to a reasonable speed interval.
Everyone moves at the same time at this adjustable speed.
There are two major "bars", hp, stamina. Both are interconnected. certain attacks will deplete not only hp, but stamina as well. Stamina is used to perform actions, acting w/o stamina will reduce amount of actions possible and seep away from hp.
Stamina naturally replenishes through turns, but a special rest option is also there.
Turns come in sequence corresponding to both a random factor and character's stats. At a given character's turn, the action freezes and the interface pops up (this is made for a console) and one chooses the appropriate action. The character then begins to perform the action in slow real time.
The nature of the action is final fantasy tactics like and in scope. Although more sophisticated freedom to the actions should be implemented.
During the relay of the execution, interrupt options should be available but when they are available is dependent upon character stats. Utilizing an interrupt for a specific character takes stamina away from actions.
For example, a fast character with low constitution will have the interrupt option sooner, but will be hesitant to use it to escape loss of stamina.
The interrupt will then allow redirection of action before the character's turn naturally comes up again.
number of interrupts per character can be changed by ability, equipment or int.
one can assign "huge" actions, but if the character's turn comes up before the action is completed, one has the choice of choosing new action, or continuing.
The computer has similar options, although they will be slightly altered, so the player will not have to see all the menus of the comp.
Every action will have the option of devoting more stamina to complete. Increasing stamina in speed will have a character moving faster in order to chase someone persay, or decreasing stamina to a bow and arrow, will make the arrow fly shorter.
At any given time, but w/o pausing action, unless a turn is being chosen, the player can bring up a overlay of all actions being made (like a super-imposed map of actions)
When actual battle begins, there will be conventional and non-conventional combat. I would describe this, but it would take way too long, so I will give an abbreviated account. Conventional combat takes place when two charcters occupy different spaces. For example, an archer shoots an arrow. It either hits or misses. Unconventional combat takes place when a character "collides" with another character. The camera will pan and zoom in on the two characters. Who ever chose to attack gains a timelimit. The time limit is dependent upon character stats. For the duration of the attack, the game shifts to real time combat, street fighter style
. The opposing player choose to use stamina to defend, or counterattack or if they want to abolish the time limit. However, because they werent' attacking or ready for it, they have a massive stamina penalty to combat actions though will cost far more stamina to use. If both players were attacking on the field screen, then they both fight until one character attempts to retreat. Altercations can be made to this through gained skills. One character with some ability like "ready to fight" can have the condition that if the attacking character is in line of sight, they can suffer a smaller stamina penalty.
This idea is not fully fleshed out, but in the very least the battle system will include minor non chance and statistic based abilities to change the probability of success aka SM rpg style.
In turn-based battles, close chases are impossible, but in this system they are possible. If one chooses to chase a character for ex. they will chase the character, not the spot they are standing upon. Or if they choose the command chase and hit when within range, one can specify to try whenever possible, or only when in a certain range etc.
Range attackers, target a player, not the space she's at. If she starts moving and the range attacker attempts to hit, he may have a harder time hitting.
Every mechanic of this system is alterable through in game abilities.
That is the system I thought of a long time ago, but it has numerous flaws, however I don't think I said everything that's in it. Criticism and questions are welcome.
Notes:
This system was meant generally to have a Final Fantasy T appearance, but mixing Vandal Hearts real time, with the complexity and interactivity of SF games. It really is a hosh posh, but it also addresses many of the concerns, and I see less flaws.