First time I'm hearing about "WeGo", is there even one cRPG that has it?
Well, the phase-based systems in the more recent Wizardry games have a lot in common, but don't really account for movement and maneuvring, and sequence is still a major factor.
The most interesting example I've seen in recent times would have to be Darkwind, a "turn based" multiplayer racing and auto combat game. Basically, all players (and AI vehicles) set their steering, acceleration and weapon triggers for each second of game time, and it evaluates simultaneously.
But nope, can't name a single CRPG that has it. Shame really.
Now on to the main event in this intarnet drama. First of all, cheers for the response, Mr Van Buren. As much as I enjoy trying to rationalise my own thought and preferences in writing, it's even better when I can trade blows with someone on my ideas, and either teach or learn a lesson.
I honestly don't care who you petition or for what reason. I mean, I didn't petition anybody for anything in my post. I merely stated my opinion and the reason I favored it. I don't really see how your petition example applies. I made no demands.
If you would have just offered your opinion and why it was your opinion, then this would have been a lot easier to respond to ... Just saying.
The internet would be far less exciting if everyone just offered up opinions with no effort made toward changing anyone else's.
I like realtime because, for me, what I give up in micromanaged stategy I make up for in time experiencing other parts of this game I enjoy. And I do think Turnbased is obselete in some reguards, yes, even in reguards to Roleplaying.
A statement like "the automobile renders the bicycle obsolete in some regards" may be true, but it's very subjective, since the bike still maintains quite a few advantages depending on the application. The same is true of turn-based systems.
You haven't really given any compelling reasons as to why TB is obsolete beyond "computers are capable of more complexity." More on this as we go on.
I'm just not scared that Fallout could be RT. I'm willing to, and even slightly in favor of, giving RT Fallout a chance. Not that I don't enjoy TB fallout, but I've been there and done that, and in all fairness the combat didn't make the game for me.
Okay, this is something we're just not going to agree on then. If Bethesda substituted TB combat for something completely new and interesting, I'd change my tune. However, what are the chances? I'm expecting something in the vein of Deus Ex.
And guess what? I've been there and done that, too. It's not as though FPSs are a dying breed. Turn-Based RPGs are.
Fallout the way it was will be preserved for all time in the original fallout. Any time anybody feels lonely and wants to visit their old friend, just pop in the cd and have all the fallout you want exactly the way it was.
What Fallout 3 may or may not end up being doesn't change what Fallout was, just what Fallout 3 is.
The rationale behind the preference is - I want more games like Fallout. I only know of one on the horizon, and that's Age of Decadence. So even though Fallout 3 can't damage its predecessors, it's also a prime candidate for being more of what I want. It would be a real shame to miss out on that in favour of something more commonplace.
Does anybody hold MOO3 against MOO1? I hope this only stays a loose comparison, btw.
No, but if you gave MOO fans a choice of MOO3 as it was, or a MOO3 more like the first two, which would they argue in favour of? It's not about perceived damage to what we already have, it's about wanting more.
RT gives me the option of usually choosing when and for how long I really want to agonize. In a battle of 30 NPCs and me, I don't have to be in "agony" as 30 NPCs take turns resolving combat.
There's a big difference between inherent limitations of turn-based combat as a theory, and flawed implementations. You could make similar arguments about RT systems by using examples of flawed implementations -- "I can't possibly fight against 30 NPCs. They move in too fast and kill me every time!"
An ideal implementation ought to give you reasons to care about what actions those 30 NPCs take, or calculate the irrelevant ones under the hood as fast as the computer can handle - faster than real-time.
They act simultaniously, and I react in kind. Effectiveness in said combat still relies on character stats/skills and player tactics. You just don't have all day to consider your tactics, nor do you have to wait all day for the computer to resolve it's tactics.
"Don't have all day to consider" can be either positive or negative within certain contexts. Doom works exceedingly well because it overloads the player to the point where they have no time to consider tactics, and so they run on autopilot. Their awareness of the outside world takes a backseat to "existing" within the gameworld. You know, "the I word".
"Wait all day for the computer" is not an inherent limitation of turn-based systems. Evaluation can be almost instantaneous. Waiting around is a result of flawed implementation, and fixing such flaws are exactly the sort of thing TB Fallout fans would be united in advocating.
If they made RT Chess (2.0) and increased it to 3 dimensions, I think I'd like to see that. I can always go back to Chess (1.0) if they fuck it up. It's not like I lost anything.
I've been through this above. We know we can always revert to the originals, but we'd also like to see an evolution of that rather than a departure. What's more, a Fallout-style game would be a rarity in today's market.
Being Turnbased doesn't eliminate latency, it just gives the engine a good place to hide it. Assuming the engine isn't junk, that is.
That was exactly my point, coupled with the idea of interface latency. In real-time games, interfacing becomes an integral part of the challenge. Turn-based games eliminate this challenge and in theory substitute it with a challenge of wits rather than reflexes.
Here's a
cute example of the difference interface latency can make.
Time is an important element in most aspects of physics. That doesn't mean that physics based animations couldn't play out in some way. I just think don't think that physics would actually work artisticly when time is so abstracted.
Definitely. Physics would work better when time isn't abstracted, but they could still bring something to a turn-based system. Of course, if Oblivion is anything to go by, Bethesda are more interested in having physics to add to their eye-candy checklist than actually making it do anything worthwhile.
There's already context sensitive, interactive crosshairs. If i was going to do it, I'd use mouse wheel and mouse wheel button.
My argument was not that real-time
prevents extended action sets, but that turn-based is better suited because interface latency is no longer an issue. With a real-time system, you have to consider how much of the challenge of playing comes from mastery of the interface.
And I don't really intend it as a point of discussion, but this is Bethesda we're talking about. So "mouse wheel" is an afterthought. They think in terms of d-pads, thumbsticks and shoulder buttons.
I can consider my tactical options in realtime as just much as I can grapple with drama in RT. There's nothing about RT that says your brain must be disengaged.
On the contrary, some RT games can be
more engaging for different brain functions. As I suggested before, Doom is probably the ultimate example. Or alternately, most RTS games require both speedy reactions and tactical planning. However...
If you really want to just sit and dwell on a given situation, hey, hit escape and roll it over in your mind for as long as you want. When you've got your move, come out of pause and put it to the test.
Time is not the only issue here. Tim
ing is just as important. You could fabricate the most awesome plan known to man, but that's no guarantee of the execution. To use another musical analogy -
someone could write a complex musical score for a piano and never be able to actually play it. Likewise, someone could play the piece, but lack the ability to write it.
Neither one invalidates the other, just like TB and RT don't invalidate one another. They're different challenges for different preferences. However, the questions remain - which is better suited to Fallout, and which is better suited to RPGs in general?
Under pressure you may do something your character wouldn't do, but the same happens in drama and reality all the time. Sometimes heroes let themselves down in the heat of the moment. It's character defining.
Yes, but it's defining of the player and not the character. For instance when I play P&P D&D, my hasty reactions are usually poor ones. It usual goes something like:
DM: Critical Event that requires a character reaction.
Me: Dick Joke.
Me: Hasty first reaction, generally overlooking a fundamental flaw.
Me: Re-evaluation. (repeat until DM stops giving me bemused looks.
The character I'm playing at the moment is a Thief with godly dexterity and intelligence. I can better facilitate that character role if I'm not hobbled by my own rash stupidity. It's far more interesting to pretend to be something I'm not, so any measure that removes my own personality traits is a positive in terms of a RP experience.
And most importantly, I still have the freedom to make rash, ill-considered decisions if I want. Turn based games move at whatever pace the player sets.
Time pressures are generally one-paced.
I'm still going to define my character in combat. RT doesn't remove that option.
Again, it's not about removal of options, it's about what better facilitates them. I actually typed this sentence using my mouse and character map. The keyboard is still a better tool for text entry.
Anyways, my only point with the original statement was that DnD went to realtime and the world didn't end. The games found a market and more TB DnD was produced afterwards. Looks like the experiment didn't hurt it all that much.
True, but this discussion isn't about a theoretical Fallout that is being developed as an aside to a continuance of the turn-based Fallout we know and love. It's ancient history now, but most Fallout fans were miffed by Fallout Tactics, but not overly so because the promise of Fallout 3 was still on the horizon.
Even now, I'm certainly not averse to exploring alternative gamplay in Fallout's fantastic gameworld, but only with the proviso that there is also a continuance of Fallout's "true" form.
Which is why the spate of shithouse D&D games doesn't trouble me that much, because I still have a continuance of the games P&P roots. But even having said that, I'd much prefer D&D CRPGs that weren't utter shit. Or for that matter, I'd prefer not to have shit games, regardless of setting.
t'll be different in RT, no doubt. But not in any way that'd make me say "this isn't fallout, this isn't an RPG, look at all these drawbacks."
Well, different strokes for different folks I guess. I've cited a number of reasons why I think RT inhibits what I consider to be roleplaying, but on the other side of the coin, there are people who consider Oblivion to be the ultimate in role-playing because it's devoid of any kind of meaning and therefore doesn't contradict their own imagination.
That is the hard part here I guess, the fact that RPG is so ill defined, and efforts to do so never bring about any kind of agreement.
Depends, is anybody making a Fallout game? If no, then I would accept it as a substitute because what choice do I have. It's got most things I like about fallout and there's no game anyways. Might as well enjoy the fallout that is, if it's as good as you say anyways, instead of lamenting the fallout that isn't.
See, I just can't get that attitude. It seems so submissive to me. I'm fairly passionate about Fallout and games in general, so I'm willing to express my thoughts in the hope that someone is listening, and maybe even sharing my opinion so our voice is stronger.
Admitting defeat is one thing (You cain't always get...whatchoo wa-ant) but not expressing discontent is always going to end with you being someone's bitch. To quote the far less immortal words of the Red Hot Chili Peppers quoting the Butthole Surfers - "It's better to regret something you did, than something you didn't do."
I like going to the places I've never been, and doing the things I've never done. I've done TB Fallout. And Ye, it was good, what's the harm with trying nuts instead of raisens this time?
That would stand true if a RT Fallout actually represented a place you'd never been and things you've never done. The sad truth of it is that it would be more akin to travelling somewhere exotic and finding that everyone speaks English and there's a MacDonalds or KFC on every street. It's just fucking depressing, because you know there used to be a wildly different culture here to experience, but that's been crushed by the lowest common denominator, and everything that used to be special about it has been replaced by the same sort of shit you can see at home.
RT RPGs are not unique. They're not even rare. If anything, there's a glut of them.
We've already had the cake the other way. And it's not like anybody's going to lose the recipe if it doesn't work out.
The sad thing is, even though it's unlikely to ever work out for people like myself, it will still be a roaring success. Bethesda still have the recipe for Daggerfall, or even Morrowind but we're unlikely to get anything other than another Oblivion.
Besides, what's wrong with losing a recipe if it is indeed "obsolete".
We have MacDonalds now, so who needs anything that came before?
There's something out there better than both RT and TB, but we're never going to get their by crushing the nuts of anybody that wants to break with tradition.
This isn't necessarily about "tradition" or "what works". This is about imposing a system that is likely to provide an inferior roleplaying (and quite possibly gameplay) experience, simply because it's perceived as more popular.
I'm all for something completely new that will outstrip existing systems. We're not going to get it from Bethesda, who have proven themselves capable of little more than parroting archaic gameplay designs that are mundane at best, and horribly flawed at worst.
You've been a member here for quite some time. Have you read any of the discussions that take place here amid the vitriol? We're in a constant cycle of challenging existing convention in the hopes of bettering it.
My opposition has made it quite clear that TB is the majority, the standard, and the ceiling for CRPGs. Given that, making FO3 TB would be an act of homogony. Making FO3 RT would break with the trend of homogony within the genre.
No, your opposition proves that the posters here at the Codex values TB systems. You'd want to have a look at RPGs released this decade and those in development to see actual trends, which are exactly the opposite. If you're the avid CRPG player you suggest, then you should have already realised this.
I don't think being Turnbased is as equal to everybody as it is to you. But you're welcome to your opinion that it is equal ( or nearly ) to everything else in the game.
That wasn't my point. I was trying to demonstrate that just because an aspect of a game takes a back seat to others, being "less great" doesn't necessarily mean it isn't great. The numbers don't represent anything.
Take this example instead. You have a soccer team, with 4 superstar players that get constant media and fan attention. The rest of the team may not have that same superstar status, but that doesn't make them worthless, unimportant or easily replaced.
It would also make armor nonoptional, though, which is going to piss off the robes and sandels crowd, but what can you do? Can't please everybody.
Well, not necessarily. I hear near-naked Spartans really pack a wallop.
Are you saying that creating a character is the same as Realtime combat? In what way? This isn't exactly an obvious point. If you mean that a person likes investing a lot of time in creating a character then it follows that they would also like investing a lot of time in combat?
I was actually suggesting that TB tactical combat shares elements with character creation. Both are about problem solving and decision making within a rigidly defined structure.