Can anyone explain to me (a) how a modder has the manpower to add TB to Pathfinder: Kingmaker, (b) how Owlcat has the manpower to add TB as an on-the-fly toggle for WotR, and (c) how Obsidian has the manpower to add a fully-fledged TB mode to Deadfire, but Larian can’t leverage its 350-person team to balance a RTwP version?
Nice point. Amazing questoin. IMO ideally they should give options ie - rtwp or tb?
All of the examples cited above have glaring problems regarding their TB implementation. It turns out that when you change the fundamental way combat works, you find yourself redesigning every single encounter, provided you want to make a good game... Crazy huh? .
Giving the option for RTwP would result in PS:T tier combat, or would encroach on the development time/resources it takes to design good TB mechanics and encounters.
Deadfire’s TB mode has great reviews with many preferring it to RTwP and WotR’s TB mode obviously hasn’t been released. I tried Deadfire’s TB and was pleasantly surprised. I didn't try the Kingmaker mod, but that has good reviews on Nexus.
Pathfinder Kingmaker (and I like the game) has the same design issue as IE games, though: lots of boring trash mobs to fight through. The most interesting fights in BG are those against varied groups propped with scs-ai. And these would have been better in turn based, because to control high level spellcasters with vancian magic you pause left and right anyway.
Rwtp isn't 'balanced' for real time combat, it's 'balanced' for lazy game design, where the maps are filled with repetitive enemy groups best resolved in real time, but once you get to an actually interesting battle, you have to pause. Because neither the game mechanics, not the user interface are adjusted to real time controls of multiple units with different abilities.
Compare it to how 'full party control' works in real time strategies.
I have no problem with TB games per se, just Larian’s implementation. I agree RTwP often leads to repetitive trash mobs, and that it’s particularly a flaw in Kingmaker.
On the flip side, I find that Larian crafts their environment maps around these gimmicky encounters, and areas end up feeling like compact theme parks, which really detracts from the sense of exploration.
Also, who doesn’t enjoy cleaving a pack of exploding gibberlings every once in awhile? Trash mobs, while primarily a nuisance, do serve
some purpose by relaying the power fantasy as you level up. Hard to achieve this effect when every encounter is tuned to provide some sort of tactical challenge, which is typically the case in TB games because otherwise the player feels like you’re wasting their time.
An issue with the D:OS games, for me, is that when you come upon that little group of skeletons, you already know they are going to be a pain in the ass for one reason or another because you see the arena and the surfaces and the barrels, and you know you’ll have to wait for them to individually make ill-advised move after move with excruciatingly slow animations. By the time you’ve won the encounter, you’ve watched them shuffle back and forth for ten minutes, and you’ve blown up a barrel or two.
That said, I think BG3 should be TB, but I think a RTwP mode would be a welcome addition and one which they have the resources to provide. Most of all, I hope Larian breaks from its prior encounter-centric map design sensibilities in order to preserve that BG feeling of exploration.
Regardless, the TB / RTwP issue pales in comparison to the four-person party cap and dialogue.