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Interview Age of Decadence - Big in France

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For shits and giggles.

Vault Dweller said:
I’ve decided to replay excellent Realms of Arkania: Star Trail. I made a party of different characters and went adventuring. A few minutes after I left the starting town a text message popped up informing me that five orcs are attacking a priestess who wouldn’t mind some help. Five orcs? Hah! They’ve gotta be kidding me. Must be a tutorial. I have six capable party members. We should be able to stop at least two orcish armies and maybe even invade a small country. I join the battle feeling bad about ganging up on poor orcs like that. Five minutes later my party is dead. Dead. Orcs 6, me 0. That’s turn-based combat in a nutshell. You either think and plan carefully or you are dead.

So I was playing Baldur's Gate. I made my character, picked up a few party members and went adventuring. A few screens after the starting location, I ran into a dude who threatened my character. Just one guy. Did he know who he was messing with? His ass was so done for.

A minute or two later, he's mirror imaged, stunning/mind numbing my characters, and shooting off magic missiles killing my characters. Everyone is wiped out. Dead. Tarnesh 4, me nada. That's real-time with pause combat in a nutshell. You either think, plan carefully, and react to changing situations or you are dead.

Realistically, pretty much any game with any sort of challenge will screw you if you underestimate it, or go in too with too much confidence. The example isn't something unique to turn-based combat.

And now, to be even more of a RTWP apologist.

First off, I think declaring turn-based superior to it is more than a little preemptive. See, how many generation of RTWP systems have their been? As far as my knowledge goes, 3 would be the magic number. First came Darklands. Next was Apocalypse ( I think...). Then came the Infinity Engine, and then was the Aurora Engine. That's it for the most part, a few offshoots. Dragon Age looks to be Generation 5. Now compare turn-based combat's generations and how long they have had to build on one another. They've had quite a long time...longer still if you count the fact that pen and paper games had turn-based combat that games could build, grow, and evolve upon.

Another thing to consider is the idea that the quality of the median RTWP game far outstrips the median turn-based game. Because for every X-Com, there's a Star Ocean. For every Jagged Alliance, there's 3 Dragon Quests. For every Silent Storm, a Persona game. For every Temple of Elemental Evil, there's an Arcanum. Turn-based done well is wonderful, but done wrong it's pretty awful. Real time with pause at it's worst likely beats 75% of turn-based games, at minimum.

Then there's one final thing; the one thing RTWP (and a continuous phase-based as well) can do that turn-based sputters and chokes on. See, turned-based combat is all well and good, but it relies too heavily on the player making anticipations and assumptions. I'm going to try and illustrate this through a comparison here.

I'm playing BG2. My party is fighting a mage and his cronies. I'm focusing on the cronies because I feel they are more threatening at the moment. All of a sudden, I see the mage casting a spell. The visual cue tells me it is a necromancy spell, possibly a horrid wilting, which would seriously mess my party up. Since this is RTWP, I can pause the action, and reassign tactics on the fly as new things come up. I can react a lot more quickly, more organically.

If it were the typical turn-based system, I would have to have anticipated and predicted the mage was going to do something, and then saved some time resources (action points, TUs, etc.) to deal with them. And on top of that, my ability to take action is also dependent on another set of rules governing interrupts/reaction abilities. So even if I planned, I may not have the stats to interrupt the mage, or he may do nothing, essentially making my character "waste" their turn.

Real time with pause takes out this anticipation factor, and replaces it with the ability to immediately react to situations. I'll never "waste" a turn in RTWP, because I'm constantly interacting with and receiving feedback on the battlefield.

On to AoD's combat now...

What you're doing with all of the different options in combat I think is key. The lack of those was one of the reasons combat in Fallout fell rather flat. The other main reason was that most enemies were functionally identical; either falling into gunman class or melee class, and each class being dealt with rough the same way no matter what. As long as AoD constantly throws out a variety of functionally different foes to force the player to use a lot of the different options, it should be golden.

One thing you might want to avoid is giving too much incentive to over-specialization. A lot of RPGs make it so that someone who is super-awesome at one combat discipline can ride that all the way against anything, see Fallout, Arcanum, etc. That really chokes out a lot of the fun, even though it does appeal more to the RPG side of things. Punishing over-specialization is one of the reasons games like X-Com (well, if we forget about Psi-troopers...) and Jagged Alliance 2 were so good...you had to adapt and couldn't rely on one strategy/tactic. Got a bunch of soldiers with laser rifles and high reactions? It might be great to camp a battleship and play shooting gallery, but try doing that in a base assault and you're liable to be blaster bombed to hell and back. Like night ops and stealth plus sniping with silenced weaponry? Have fun trying that in the SAM sites, Tixa, Orta, Alma, or the assault on Meduna. Like unarmed skill? Great, because you'll be able to punch everything in the wastes to death. It won't get boring and monotonous...nope. Like sniping? So do I....
 

Volourn

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"It was good enough for Fallout and AoD is a Fallout influenced game isn't it?"

Except FO had non PC party members. R00fles!




"So I was playing Baldur's Gate. I made my character, picked up a few party members and went adventuring. A few screens after the starting location, I ran into a dude who threatened my character. Just one guy. Did he know who he was messing with? His ass was so done for.

A minute or two later, he's mirror imaged, stunning/mind numbing my characters, and shooting off magic missiles killing my characters. Everyone is wiped out. Dead. Tarnesh 4, me nada. That's real-time with pause combat in a nutshell. You either think, plan carefully, and react to changing situations or you are dead."

Game over. Game, FUCKIN', over.

You absolutely destroyed him. See, VD is really easy to beat in TB combat. No contest.
 

Jasede

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Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
The way Volly classifies the difficulty of ToEE I think he must be a genius.

I know I thought it was decently difficult. I mean, not hard or anything, but "reasonably challenging" - don't think I'd ever call it "easy". I had an easier time in Baldur's Gate. (But not in BG 2, that game had some fun, fun battles - more fun than ToEE for me. ToEE had a great combat system, but they didn't do anything fun with it.)
 
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Volourn said:
"It was good enough for Fallout and AoD is a Fallout influenced game isn't it?"

Except FO had non PC party members. R00fles!

They weren't controlled by the player in combat. Their stats weren't alterable by the player. They didn't level up. You had to steal or trade with them, to exchange items with them. So were they party members or followers?

Has VD ruled out followers?


DarkUnderlord said:
http://www.youtube.com/watch?v=gU8fbVxrof4
  • You know, everybody keeps talking about how this is going to be the next Fallout, but I'm not so sure I agree. One thing that Fallout had going for it was how visceral the combat was and this video shows nothing like that. I see a bunch of blocky lego men standing around waving swords at one another with all the vigor and agility of a pregnant cow, dodging blows after they have landed. I can't believe NMA praises this and then has the audacity to make fun of Fallout 3's animations.
That's AOD's combat in a nutshell LAWL.

I must admit it doesn't look too inspiring, but that video was made a year ago and its easy to tune up animations in 3D games.
 

Shannow

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While I'd agree with your points about execution I'd also call them academic. A RT(wP) done well beats a TB game done bad isn't really an argument. Does a well done RT(wP) beat a well done TB game (if both games are similar party RPGs) is the real question, isn't it?
I'm playing BG2. My party is fighting a mage and his cronies. I'm focusing on the cronies because I feel they are more threatening at the moment. All of a sudden, I see the mage casting a spell. The visual cue tells me it is a necromancy spell, possibly a horrid wilting, which would seriously mess my party up. Since this is RTWP, I can pause the action, and reassign tactics on the fly as new things come up. I can react a lot more quickly, more organically.

If it were the typical turn-based system, I would have to have anticipated and predicted the mage was going to do something, and then saved some time resources (action points, TUs, etc.) to deal with them. And on top of that, my ability to take action is also dependent on another set of rules governing interrupts/reaction abilities. So even if I planned, I may not have the stats to interrupt the mage, or he may do nothing, essentially making my character "waste" their turn.
Pro tip, casters are always the biggest threat and (unbuffed) the softest targets. Go for them first if possible. That alone should cover the argument for the TB game (no need to "save" turns) but there is stuff to add for BG (RTwP). So you see him cast possibly Horrid Wilting. You can pause and try to go for countermeasures. That requires you to read the situation quickly enough and pause quickly enough and your party to react quickly enough to your commands and for any of their attacks to actually get through and for the dmg to disrupt his spell... Sorry, but I really don't see how this is an any more "timely" reaction than TB would have been. (But as I've already said it is of course mostly a matter of preference.)


EDIT: Oh, and your arguments about development generations of different systems is also quite academemic. Arcanum had worse TB and RT gameplay than previous games of both systems. BG's RTwP is miles better than KotOR's, NWN(2)'s, etc.
 
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Volourn said:
"It was good enough for Fallout and AoD is a Fallout influenced game isn't it?"

Except FO had non PC party members. R00fles!




"So I was playing Baldur's Gate. I made my character, picked up a few party members and went adventuring. A few screens after the starting location, I ran into a dude who threatened my character. Just one guy. Did he know who he was messing with? His ass was so done for.

A minute or two later, he's mirror imaged, stunning/mind numbing my characters, and shooting off magic missiles killing my characters. Everyone is wiped out. Dead. Tarnesh 4, me nada. That's real-time with pause combat in a nutshell. You either think, plan carefully, and react to changing situations or you are dead."

Game over. Game, FUCKIN', over.

You absolutely destroyed him. See, VD is really easy to beat in TB combat. No contest.
Man, grow up. Seriously maybe you wouldn't have to post on here if you had friends irl, just be a slightly more tolerable person and stop being a retarded frenchmen from quebec.
 

St. Toxic

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Turn-based combat is the better choice for a simulator type RPG, in that it takes the focus away from the player's reaction time and puts it on the character's skills and attributes. There's also no reason not to have a billion specific commands and variations of commands for the player to choose from, in a TB system, while a RT system would only be cluttered by that kind of depth and has to be kept somewhat automated and simplified to make the game playable by people other than micro-managment Gods. A game with advanced RT combat would be quite an undertaking for a small team of amateur developers, as controls, design and ai are big obstacles to overcome in the quest for a good RT combat system.

RT combat is “combat simplified”. It fits perfectly into the “even a 10 year old should be able to beat the game easily” mentality championed by publishers.

This is certainly a load of horseshit. Naturally, RT combat has to be simplified to a certain degree, but it does not have to impact on difficulty or make combat kiddie friendly, especially in comparison to tb. If anything, the opposite is more accurate: Turn-based combat is more user-friendly, and gives toddlers and senior citizens alike a fair chance of beating the game. Reaction time, hotkey bonanza and mouseblitz are all eliminated in favor of planning and calculation, and both agegroup extremes are capable of logical analysis, even if one relies more heavily on intuition and the other on experience. A turnbased game of rocket science would eliminate an equal amount of players in both camps.

Furthermore, a difficult TB game would only become more difficult, or even impossible, were it converted to a realtime format. (Judging by the last part of the full quote, VD has already said as much) Combat can be alot more unforgiving in TB, without actually fucking the player over.

All that said, there is one great advantage in RT combat that TB cannot compete with, and that is controlling a large number of characters in a large battle on a large battlefield; in other words, scale. The modifications that would be requiered for a TB engine to cope with big battles without dragging on endlessly and becoming too cumbersome, would put it too close to a RT system in terms of simplicity and automation, making the TB aspect of combat reduntant.
 

Vault Dweller

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Edward_R_Murrow said:
For shits and giggles.

Vault Dweller said:
I’ve decided to replay excellent Realms of Arkania: Star Trail. I made a party of different characters and went adventuring. A few minutes after I left the starting town a text message popped up informing me that five orcs are attacking a priestess who wouldn’t mind some help. Five orcs? Hah! They’ve gotta be kidding me. Must be a tutorial. I have six capable party members. We should be able to stop at least two orcish armies and maybe even invade a small country. I join the battle feeling bad about ganging up on poor orcs like that. Five minutes later my party is dead. Dead. Orcs 6, me 0. That’s turn-based combat in a nutshell. You either think and plan carefully or you are dead.

So I was playing Baldur's Gate. I made my character, picked up a few party members and went adventuring. A few screens after the starting location, I ran into a dude who threatened my character. Just one guy. Did he know who he was messing with? His ass was so done for.

A minute or two later, he's mirror imaged, stunning/mind numbing my characters, and shooting off magic missiles killing my characters. Everyone is wiped out. Dead. Tarnesh 4, me nada. That's real-time with pause combat in a nutshell. You either think, plan carefully, and react to changing situations or you are dead.
No. Sorry, Eddie.

6 generic orcs and Elminster, a mage with his own Wiki page, are two very different concepts.

First off, I think declaring turn-based superior to it is more than a little preemptive. See, how many generation of RTWP systems have their been? As far as my knowledge goes, 3 would be the magic number. First came Darklands. Next was Apocalypse ( I think...). Then came the Infinity Engine, and then was the Aurora Engine. That's it for the most part, a few offshoots. Dragon Age looks to be Generation 5. Now compare turn-based combat's generations and how long they have had to build on one another.
What are these generations you speak of? It's RT and it's got a pause feature. The concept didn't change since the Darklands days, did it? Neither did TB.

Turn-based done well is wonderful, but done wrong it's pretty awful. Real time with pause at it's worst likely beats 75% of turn-based games, at minimum.
Really? I guess that's why everyone here enjoys PST and NWN combat so much. Because it's better than most TB games.

I'm playing BG2. My party is fighting a mage and his cronies. I'm focusing on the cronies because I feel they are more threatening at the moment. All of a sudden, I see the mage casting a spell. The visual cue tells me it is a necromancy spell, possibly a horrid wilting, which would seriously mess my party up. Since this is RTWP, I can pause the action, and reassign tactics on the fly as new things come up. I can react a lot more quickly, more organically.

If it were the typical turn-based system, I would have to have anticipated and predicted the mage was going to do something, and then saved some time resources (action points, TUs, etc.) to deal with them.
And? You are in TB mode. You have a mage and his cronies. Who's more dangerous? Cronies and the guy who actually has his own cronies? And who just happened to be a mage and thus is well equipped to fuck things up. Should I anticipate that he would try to cast some spells or not? Decisions, decisions...

Real time with pause takes out this anticipation factor...
Which is one of the reasons why it sucks.

... and replaces it with the ability to immediately react to situations.
Which is why a 10 year old with fast fingers can beat RT games.
 

Naked Ninja

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Vault Dweller wrote:
I’ve decided to replay excellent Realms of Arkania: Star Trail. I made a party of different characters and went adventuring. A few minutes after I left the starting town a text message popped up informing me that five orcs are attacking a priestess who wouldn’t mind some help. Five orcs? Hah! They’ve gotta be kidding me. Must be a tutorial. I have six capable party members. We should be able to stop at least two orcish armies and maybe even invade a small country. I join the battle feeling bad about ganging up on poor orcs like that. Five minutes later my party is dead. Dead. Orcs 6, me 0. That’s turn-based combat in a nutshell. You either think and plan carefully or you are dead.

That example is silly. You can get the same thing in RT by just making the orcs more challenging. I'm fairly certain the Orcs in that TB example didn't outthink you Vince. You lost because they had better stats or you didn't know what you are doing. I've yet to encounter the TB RPG combat that can out think anyone. Any encounter which is dangerous is so because the designer set it up like that, which can be done as easily in RT.
 

Vault Dweller

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Crichton said:
...there's no such thing as a tactical game with one maneuver unit.
Have I ever referred to AoD as a tactical RPG?

I presume the only reason VD is going ahead with the game in this crippled and sad form is that he's desperately trying to imitate Fallout 1+2.
You are very perceptive. Of course, Fallout had followers and AoD doesn't, but let's not let details and facts get in the way of sharing our assumptions.

Wyrmlord said:
Surely, the makers have good reason for doing this?
Very good reason and it has nothing to do with combat (which isn't the focus of the game).

Dionysus said:
Vault Dweller said:
Dark Matter said:
You said challenge and claimed that even a 10 year can old be good at RT games unlike with TB games.
http://wire.ggl.com/2007/12/06/youngest ... ts-in-osl/

"First-person views of [13-year old] Tae Yong’s screen show remarkable speed... "
http://en.wikipedia.org/wiki/Sergey_Karjakin

Chess is actually renowned for its child prodigies. Exceptional kids are pretty good at beating the adults. You are way off on this one.
Prodigies. Now go check SC forums and youtube videos. It's filled with ... uh ... "prodigies".
 

Vault Dweller

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Naked Ninja said:
That example is silly. You can get the same thing in RT by just making the orcs more challenging.
It's not about making the orcs more challenging, whatever that means. It's about RT, even with a pause, being unable to match TB's natural tactical options.

I'm fairly certain the Orcs in that TB example didn't outthink you Vince. You lost because they had better stats or you didn't know what you are doing.
I lost because I played as I would play a RT encounter - without thinking.

Since you probably missed DU's post, I'll repost it here for your convinience:

DarkUnderlord said:
For the people who use Starcraft as an example, I'd go back to VD's example.

VD said:
Five orcs? Hah! They’ve gotta be kidding me. Must be a tutorial. I have six capable party members. We should be able to stop at least two orcish armies and maybe even invade a small country. I join the battle feeling bad about ganging up on poor orcs like that. Five minutes later my party is dead. Dead. Orcs 6, me 0.
The point I take from that is the X-Com example. I have 12 Marines. There are only 4 weak Aquaturds. 2 turns later all my guys are dead and there's sweet fuck all I could do about it. Turn-based enemies hit harder and kill you in a single blow (critical hits in Fallout anyone?). Real-time enemies never do. A critical hit in real-time is like "+10 damage", not the "+500 damage, hitting you in the kidneys and knocking you down causing instant death. Goodnight gracie".

Chess being the ultimate example. The most powerful piece on the board (the Queen) can be taken by the weakest piece on the board (a Pawn). In real-time, the Queen would have like 500 HP and a Pawn would do like 3 damage and the Queen would kick its ass - ala Starcraft. Starcraft isn't easy but is all about speed and multiple enemies attacking multiple enemies, attacking him with shit that'll outlast or survive his attacks (through sheer numbers or better units). There is no case of a Marine taking down a Battlecruiser.

If a real-time enemy in X-Com took you down in one hit, there'd be no countering it. There'd be no strategy other than "Damn, I wasn't FAST enough!" when I tried to run away. Turn-based gives you the option. "More that piece there exposes that piece and makes him vulnerable to attack but if I move him over there..."
 

Vault Dweller

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Wyrmlord said:
Crichton knows his RPGs.

He knows them very well. He has played the stuff from back as the 80s. And a good range of them.
Really? That's awesome. My first real RPG was Oblivion. Then I discovered more hardcore stuff like Mass Effect and Jade Empire.

One of VD's common talks is on how turn-based combat is superior to pausable real-time.

I figured he took combat very seriously.
He did.

Actually, hasn't AoD been marketed as a game that will emphasise "choices and turn-based combat"? Atleast on its website?
It's not turn-based?

Shannow said:
Judging from a lot of whining G1/2+NotR were difficult (read: challenging).
G2 and NotR were challenging, but in a "you have to go back and level up" way. You couldn't employ any tactics (other than "lure one away and kill") and couldn't beat opponents you weren't meant to beat yet. Thus the challenge wasn't of the mental exercise "what should I do?" variety, but of the less exciting "must grind some more, not ready yet" type.
 

Naked Ninja

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It's about RT, even with a pause, being unable to match TB's natural tactical options.

Poppycock. With pause added they are effectively equivalent..


I lost because I played as I would play a RT encounter - without thinking.

Reconsider how you play RT then?


he point I take from that is the X-Com example. I have 12 Marines. There are only 4 weak Aquaturds. 2 turns later all my guys are dead and there's sweet fuck all I could do about it. Turn-based enemies hit harder and kill you in a single blow (critical hits in Fallout anyone?). Real-time enemies never do. A critical hit in real-time is like "+10 damage", not the "+500 damage, hitting you in the kidneys and knocking you down causing instant death. Goodnight gracie".

Erm, silly example, and yes that dose happen in RT. Play BG2, play against a lich, fail a death spell saving throw. Good night gracie. RT has nothing to do with whether the designers can setup challenging encounters or not.


In real-time, the Queen would have like 500 HP and a Pawn would do like 3 damage and the Queen would kick its ass - ala Starcraft.

Erm, that has nothing to do with RT vs TB, simply the game design.


There is no case of a Marine taking down a Battlecruiser.

Because chess represents people fighting people whereas you're talking about a man defeating a monolithic spaceship. The design of SC does not imply that you cannot have the design you are describing in RT, stop being ridiculous.


If a real-time enemy in X-Com took you down in one hit, there'd be no countering it. There'd be no strategy other than "Damn, I wasn't FAST enough!" when I tried to run away. Turn-based gives you the option. "More that piece there exposes that piece and makes him vulnerable to attack but if I move him over there..."

Erm, no. Plenty of RT boss fights work like that.
 

Kraszu

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Vault Dweller said:
Chess is actually renowned for its child prodigies. Exceptional kids are pretty good at beating the adults. You are way off on this one.
Prodigies. Now go check SC forums and youtube videos. It's filled with ... uh ... "prodigies".[/quote]

Really? I just go check SC database of programmers youngest in top20 is 1x16, 2x17 rest is 19-21. With couple at 22, and 18.

http://www.teamliquid.net/tlpd/players/

SC requires you to be fast, and that limit your strategy but with fast players strategy, and mind game are very important. There are new tactics made just for a important series of games in league, if somebody can't adopt he has no chance in proleague no matter how fast he would be. Example: TvZ Nada did go for 3barrack sunk break it would not work if scouted most likely becouse zerg would counter it, he know the scouting pattern of zerg and he send scv to mind minerals at his natural expo (without making any) to make zerg think that he fast expanded, soon after he crushed Zerg that had no defense.
 

Vault Dweller

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Naked Ninja said:
It's about RT, even with a pause, being unable to match TB's natural tactical options.

Poppycock. With pause added they are effectively equivalent..
Learn to argue, bitch. It's:

Face it, your notion that RT is unable to match TB tactics is a fucking joke.

I lost because I played as I would play a RT encounter - without thinking.
Reconsider how you play RT then?
Why? If I can play RT on autopilot, why put more efforts?

Erm, silly example, and yes that dose happen in RT. Play BG2, play against a lich, fail a death spell saving throw. Good night gracie.
One more time, generic enemies like orcs and "aquaturds" and special, "top of the food chain" enemies are very different concepts.

In real-time, the Queen would have like 500 HP and a Pawn would do like 3 damage and the Queen would kick its ass - ala Starcraft.
Erm, that has nothing to do with RT vs TB, simply the game design.
Game design is determined by the system.
 

Dionysus

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Vault Dweller said:
Prodigies. Now go check SC forums and youtube videos. It's filled with ... uh ... "prodigies".
You don't have a point unless you can show me that the top of the ladder is filled with preteens. A lot of kids play chess and the kids that are very good can compete with the adults that are very good.

Hell, when I was a kid I had a tougher time with the difficult console platformers than I did with the TB PC games.
 

Vault Dweller

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Kraszu said:
SC requires you to be fast, and that limit your strategy but with fast players strategy, and mind game are very important.
Ok. You've convinced me. StarCraft is the new chess.
 

Wyrmlord

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Guys, I think I can fend VD's point here.

Generic enemies do end up being more dangerous in turn-based, because turn-based isn't just a timestopped version of real-time - it allows the opponent a chance to do something without you being able to stop it at the same time.

Pausable real-time never was just speeded turn-based under the hood, it also allows characters to do actions simultaneously. So the moment you see the mage begin casting a terrible spell, you divert a fighter to him.

But in turn-based, when it is the mage's turn, he does things with impunity. He may be low level, but he can cast a sleep spell on your uber fighter, so all the rest can hack him down quickly.

In turn-based, everyone is dangerous.
 

obediah

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Shannow said:
Hmm, makes me dislike D&D for cRPGs even more in general and appreciate the improvement of 3rd ed even more.
Obediah, any example of an RPG that used a good RTwP engine? (I couldn't think of one that was better than in IE games, so that was not a rhetorical device to make my opinion look better, or anything.)

The Freedom Force games are the only rpg that jump to mind. And they aren't any more complex or tactical than the IE games - I just think they got their design and engine to play well together. You could move your people around as you saw fit, use different powers, planning was useful, and it rarely felt tedious or frustrating.

99% of RTwP rpgs force you out of the tactical view into over-the-shoulder adventure bullshit, where using any sort of planning is limited and frustrating if not impossible. I won't consider any of those.

NWN2 is a mega-clusterfuck. A lot of improvements over NWN, but my attempts to get full control over my party have been fruitless. They either stand their with a thumb up there ass, or run around casting random spells at whomever.

The problem is that RPGs aren't choosing RTwP to give players the most mentally challenging or tactical combat, they are choosing RTwP to avoid scaring off diablotards. Since RT(wP) is so much more complicated than TB ( the reason we have TB games in the first place ), it's going to take that much more work to get it right, and the only people doing that work are strategy developers.

I recommend aftershock and afterlight for an idea of the potential of RTwP. The way the characters stats, skills, and equipment interact with the engine is amazing. Terrain is useful, as is character stance and firing mode. The games are no where near as good as XCOM, but as a combat simulator it blows it away. Imagine a human stumbling upon an alien ( I don't know the exact mechanics for either, so anyone feel free to correct me if you spot an error).

XCOM: Stop movement when the alien is detected. If the alien has AP left, make some reaction test to see if the alien can fire before the human. Then the human spends the rest of his AP plugging at the helpless alien.

AFTER*: Both the human and alien have to detect the other based on vision, hearing, stats, skills. After this they may bring their weapons to bear - the time it takes to do this depends on stats, skills, the stance they were moving in, and their preferred firing mode. Then the shooting starts until someone goes down or disengages. It's all very intuitive, and much less gamey than working TB artifacts.

Towards the end of the games, your characters get pretty ueber, but within the mechanics of the rules. A guy maxed out in sneak, speed, reflexes, and melee weapons can take out a base of grays because of their lack of armor, low reflexes, and slow shotgun.
 

Vault Dweller

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Wyrmlord said:
But in turn-based, when it is the mage's turn, he does things with impunity.
Which is why you prepare for the mage's turn. One of the cool things about TB is surviving your enemies' turn. That's where tactics kick in. JA2 was very unforgiving in this aspect. One mistake and your men are dead.

In XCOM you don't rush in toward the enemies. You plan your approach, move forward from one cover to another, expecting an interrupt at any time, and make sure that nobody is alone or in the open when the enemy's turn starts.

In turn-based, everyone is dangerous.
Indeed.
 

Naked Ninja

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Learn to argue, bitch. It's:

Meh, wasn't going repeat an argument I've made before.


Why? If I can play RT on autopilot, why put more efforts?

Because you are using it as proof for your arguments.

One more time, generic enemies like orcs and "aquaturds" and special, "top of the food chain" enemies are very different concepts.

Except it disproves the idea that RT cannot contain insta-death enemies. Which means it is all down to how the game designer chose to setup the game difficulty scaling. Ie if they chose to give the beginning enemies "hard numbers". :roll:

But if you want an example, I remember losing party members to flaming kobold arrows in BG1, when I tried to charge through the mines.


Game design is determined by the system.

Design determines the system. That is how these systems arose in the first place. Design comes first.
 

Radisshu

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Vault Dweller said:
Edward_R_Murrow said:
For shits and giggles.

Vault Dweller said:
I’ve decided to replay excellent Realms of Arkania: Star Trail. I made a party of different characters and went adventuring. A few minutes after I left the starting town a text message popped up informing me that five orcs are attacking a priestess who wouldn’t mind some help. Five orcs? Hah! They’ve gotta be kidding me. Must be a tutorial. I have six capable party members. We should be able to stop at least two orcish armies and maybe even invade a small country. I join the battle feeling bad about ganging up on poor orcs like that. Five minutes later my party is dead. Dead. Orcs 6, me 0. That’s turn-based combat in a nutshell. You either think and plan carefully or you are dead.

So I was playing Baldur's Gate. I made my character, picked up a few party members and went adventuring. A few screens after the starting location, I ran into a dude who threatened my character. Just one guy. Did he know who he was messing with? His ass was so done for.

A minute or two later, he's mirror imaged, stunning/mind numbing my characters, and shooting off magic missiles killing my characters. Everyone is wiped out. Dead. Tarnesh 4, me nada. That's real-time with pause combat in a nutshell. You either think, plan carefully, and react to changing situations or you are dead.
No. Sorry, Eddie.

6 generic orcs and Elminster, a mage with his own Wiki page, are two very different concepts.

I'm quite sure he's talking about the mercenary mage you encounter near the Friendly Arm Inn.
 

Vault Dweller

Commissar, Red Star Studio
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Dark Matter said:
For the last time, I never said starcraft is intellectually demanding.
Apology accepted.

Dark Matter said:
How is JA2 an RPG?
Are you saying that you know better than Saint, the Codex, and any other site that calls JA2 an RPG? Tell us more.

It has RPG elements like having a few basic stats...
Stats:

# AGI - agility
# DEX - dexterity
# STR - strength
# LDR - leadership
# WIS - wisdom
# MRK - marksmanship
# MEC - mechanical
# EXP - explosives
# MED - medical

Skills:

ambidextrous
auto weps
camouflaged
electronics
hand-to-hand
knifing
lockpicking
heavy weapons
night ops
stealthy
teaching

Throw in personalities like psycho or claustrophobic, aggressive or coward, and you have a character system that can easily compete with the best systems used in more "traditional" RPGs.
 

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