PorkyThePaladin
Arcane
- Joined
- Dec 17, 2013
- Messages
- 5,194
We often have debates here about which RPG combat systems (real-time, turn-based, real-time-with-pause, action, etc) are good and which are terrible. The 'Codex so called consensus is of course for turn-based, but any time actual codex members engage in a conversation, there will be people arguing for and against each system.
One thing I noticed and was wondering about is whether all of our views on this are often based on very flawed understanding of systems that we don't like. For example, someone arguing against action combat systems in RPGs will often bring up "mindless button mashing". Certainly if you have ever played Bethesda games or Witchers, you will know what they mean. But what's important to realize here, is that those two series (and many other games) are very flawed examples of action RPG combat. I don't think peole who are for action combat sit there and think, oh boy, I wish they could make a game where I just mash buttons. Instead, those people want something closer to Dark Souls combat, or what Kingdom Come: Deliverance is trying to do, an action combat where it's not just about reflexes, but also knowledge of the system, and tactics, or in other words, intelligent gameplay. Similarly, if it's ranged combat, it's easy to imagine intelligent action shooter gameplay with taking cover (non-popamole kind), using decoys and grenades, gadgets and so on.
The same is true of turn-based combat. People who are against it, will often bring up games like Fallout 1 and 2, which although they have somewhat enjoyable combat due to the gore and the character system, let's be honest here, have very simplistic, repetitive combat. Aim for eyes, loot, etc. In the context of such games, people against turn-based combat will bring up the tedium of watching every party member/enemy go through their animations while doing something completely unimportant. But again, people who like turn-based combat, likely envision a much more complex system, with hundreds of possible actions, environment interactivity, and so on, where each action is important and interesting.
So are people often antagonistic toward certain RPG combat systems based on misunderstandings of what those systems can be like if properly developed? Or is it a more deep-seated resentment? What do you guys think?
One thing I noticed and was wondering about is whether all of our views on this are often based on very flawed understanding of systems that we don't like. For example, someone arguing against action combat systems in RPGs will often bring up "mindless button mashing". Certainly if you have ever played Bethesda games or Witchers, you will know what they mean. But what's important to realize here, is that those two series (and many other games) are very flawed examples of action RPG combat. I don't think peole who are for action combat sit there and think, oh boy, I wish they could make a game where I just mash buttons. Instead, those people want something closer to Dark Souls combat, or what Kingdom Come: Deliverance is trying to do, an action combat where it's not just about reflexes, but also knowledge of the system, and tactics, or in other words, intelligent gameplay. Similarly, if it's ranged combat, it's easy to imagine intelligent action shooter gameplay with taking cover (non-popamole kind), using decoys and grenades, gadgets and so on.
The same is true of turn-based combat. People who are against it, will often bring up games like Fallout 1 and 2, which although they have somewhat enjoyable combat due to the gore and the character system, let's be honest here, have very simplistic, repetitive combat. Aim for eyes, loot, etc. In the context of such games, people against turn-based combat will bring up the tedium of watching every party member/enemy go through their animations while doing something completely unimportant. But again, people who like turn-based combat, likely envision a much more complex system, with hundreds of possible actions, environment interactivity, and so on, where each action is important and interesting.
So are people often antagonistic toward certain RPG combat systems based on misunderstandings of what those systems can be like if properly developed? Or is it a more deep-seated resentment? What do you guys think?