Mr. Van Buren said:
I love turn-based for the amount of micro-managed strategy it allows. I also hate the amount of time it takes to micro-manage said strategy. Turn based is great for "thinking man's" games, games that require the player to agonize over every possible action and consequence in order to proceed successfully to victory over one's adversary.
I don't think RPGs have to fit this model. I don't think fallout has to fit this model. Given the nature of the setting, the frequency of conflict expected, and the time all that would absorb, I'd prefer that it wasn't turnbased.
So the argument here is what? You don't have time for turn-based? Well, I don't have enough spare time to warrant any more than a single game every two months or so. Should I be petitioning publishers to make less games because I don't have time for them all?
Either that, or you're strutting out the age old "I'm willing to accept boredom and tedium as long as they are {passive|fast paced}". Maybe you are one of those folks who wants a vaguely interactive piece of fiction, and anything between plot points you view as nothing more than a time sink, and there's nothing wrong with that. In fact, Bioware excel at making just your sort of game.
But what about the rest of us who enjoy Fallout for what it was?
You're right in saying RPG combat doesn't
have to fit the "agonising" choices model, but you have to admit that it's a pretty good fit, given that an RPG should be mainly concerned with meaningful choices. Why should combat not be an extension of that?
And, to the dev in question, the reason pnp rpgs are turnbased is because they grew out of the table top war strategy games of the time ... which were turnbased. DnD and games like it began their lives as derivatives of those games.
Well, that and the fact that needless complexity bogs down P&P games with crunching the systems instead of actually playing the game. That's why you have die rolls instead of trying to calculate sword arcs, collisions, bullet tragectories, etc.
As you obviously understand from your "demand turn based" comments, in some cases, complexity requires abstraction to keep within reach of the end user's brain functions. By taking away time pressures, turn-based systems can provide simple interfacing for complex systems. With real-time systems, you either need to do away with complexity to the point where it is managable in real time, or you have to automate. I fail to see how either is an advantage in a game style where the ultimate goal is to provide as many meaningful choices as possible.
Those games in turn were born from chess, through many twist and turns. I'm pretty sure that there were egyptian strategy games the predate chess, but I think people get the point.
Yes, but you'd be a fool to think any of the games you've mentioned in your timeline supercede one another. Tabletop wargames are not Chess v2.
There's the quick and the dead. But don't worry, Fallout 3 probably won't be multiplayer so no need to worry about latency and because Fallout has never made any attempt to model physics at all, you won't have to worry how realistic they are or aren't.
It's funny you should bring up latency. The is zero latency in a turn-based game. However, interface latency is present in all real-time games, and is incorporated as part of the challenge the game provides. Starcraft is all about latency, all tactics aside, every second that a building or a unit spends idling is one second closer to losing the game.
As for physics - there's an area that could actually be improved without gutting the existing systems and replacing them with a poor substitute.
As for locational damage, just because no/few realtime games have bothered to model it at present doesn't mean that Fallout 3 can't have both locational damage and still be real time
There are good reasons why no/few realtime games bother to model locational damage. Again, add it to the system, and you need to extend the interface in some way, or automate it.
You should agonize over the morality of the role you're playing and the choices you're making, you should take as much time as you need to consider the drama of the character you're playing.
However, there's nothing about Roleplaying that says one must be given as much time as one needs to make a combat action, or to consider a manuever.
As I've said in a previous post, the use of this game mechanic is born out of the fact that tabletop PnP RPGs were derivative of tabletop strategy games.
But there's nothing about Roleplaying that says one must be given the strategic rules and considerations of a strategic/tactical war game in order to play a role.
Of course here's nothing that emphatically states that. However, you're missing a couple of critical points here.
First of all, as you say - "You should agonise over the role you're playing". Again I ask, why shouldn't peripheral aspects of the game be an extension of that same skill set? I certainly don't mind the variation that games such as System Shock 2 offer, but in general it makes sense to keep aspects of the game such as combat closely related to the core of the game.
You could develop a game where in order to speak with NPCs, you play tetris. Every time you clear a line, your character gets a line of dialogue to choose from. You could replace turn-based combat with a racing game where you steer your car with an interactive digital vagina that you plug into your USB port. There are no rules saying you can't make a game in that vein, but it just ain't the most sensible option. Or sensible at all, for that matter.
Secondly, as my experience with hack and slash P&P has taught me, if all you ever do is combat, you find ways to define your character through combat. A cleric can be stingy with healing spells. The can be selfish with them. They can brave certain death to land a vital heal on the tank. They can angrily beat a surrendering opponent to death due to religious differences.
Are those actions not character defining? Do they not evoke personality?
You seem to have this belief that RPGs are about talking to NPCs, and anything outside of that is "downtime" that is best served with due haste to get to the next NPC interaction. It's truly a shame that the gaming world proves you right on so many counts, but RPGs can be so much more.
Hell, even DnD has made the leap to real time.
And just how did that work out? The only real time D&D games I've enjoyed have been the wacky japanese arcade games. On the other hand, ToEE is a fantastically fun turn-based dungeon crawler once you squash some bugs. Compare and contrast ToEE's combat to any of Bioware's steaming turds, and come back and tell me D&D making the leap to real-time was a change for the better.
Another thing you might want to think about is why that leap was made to begin with. Multiplayer. Simple as that. So given that it's pretty safe to assume Fallout 3 won't be multiplayer, why introduce a system when the major advantage it provides is not present - yet the major drawbacks will be?
Why is it a crime for fallout to move beyond turnbased? Must fallout be turn-based in order to be Fallout?
You could write a Fallout book, or a Fallout movie, and they would be just that. A Fallout book, and a Fallout movie. They could nail the setting 100%, and be perfect in every way. They could be the next
Moby Dick or
Citizen Kane. Would you accept either as a substitute for a Fallout
game?
You could make just about anything and keep it true to Fallout's setting. But since I want Fallout 3, a continuation in the series of Post-Nuclear RPGs, is it really that unreasonable that I don't want radical departures from what I loved about the first Fallouts?
Really, isn't it the narrative, the setting, the characters, the tone, the themes, and the morality of fallout that defines it and not the way in which it resolves combat?
I mean common, at what point does this all become rediculous?
I love some black and white and silient movies, but I'd never consider demanding that the industry should stagnate at my preference.
By that logic, we should all be eating synthetic proteins, because the technology to create them exists and therefore food in a traditional sense is redundant.
Besides, who is making the fucking demands here? Do you see us posting on Halo/Gears of War/Oblivion/Need for Speed/Sims/etc forums saying "I like turn-based, therefore the games you know and love should be arbitrarily changed to better suit my desires!"
Are we really that unreasonable for having the gall to suggest that something we like should stay the way we like it?
I'll tell you what unreasonable is. Unreasonable is suggesting that something beautiful and unique should be homogenised in order to be more like everything else. Unreasonable is sneering down your fucking nose while telling people that their valid preference is "stagnation".
Fuck you, botanic gardens! Concrete is the future! Nature and beauty are things of the past. I would never consider suggesting nature get in the way of the progress of construction!"
I'm having a lot of trouble keeping the mask from slipping here, but let's press on. Maybe you'll learn some fucking manners if nothing else.
Don't get me wrong, I'm a huge fallout fan. I love FO1 and I love that it's turnbased but just because I love it, doesn't mean that I don't want to see where else fallout can go and in what other ways fallout can be experienced.
I have to agree, but if the moral choice I have to agonise over boils down to "you can have news ways in which Fallout can be experienced, or you can have the
logical progression and improvement of the existing ways", it's going to take me about .01 seconds to make my move and end my turn. Especially when I have absolutely no faith in the creative minds devising "other ways" for Fallout to be experienced.
I've never heard fallout called "that really great turnbased game." One might think that there's a reason why it's other features are the most often touted. Really, if somebody asked you to name the single greatest thing about fallout ... would you really say "is that it's turnbased?"
It's not the greatest thing about Fallout, but that doesn't mean it isn't great. For instance, in the following set -- [100, 100, 100, 100, 99] -- the fifth variable is the fifth greatest. It's likely to pale in comparison to the other four, and rarely rate a mention. But it's still a very significant part, and great in it's own right.
Here's an interesting comparison of contemporaries - Ask a Fallout fan what the worst thing about Fallout is. My money would be on - "It's too short. I wish there were more Fallout goodness." Ask a Planescape Torment fan what the worst thing about Torment is. Anyone who doesn't immediately say "combat" is kidding themselves.
Turnbased in and of itself is an arificial restriction. In no place in nature does one find a natural chronology based on externally imposed pauses. Turnbased has to be one of the most artificial gaming dynamics in existence.
No, that would be hitpoints.
Ever notice how things that could be improved in traditional RPG models just completely skip under the radar of everyone who posts with the "best intentions of modernising RPGs"? Could that have something to do with them being hypocrites who are interested in pushing their (questionable) preference under the guise of "progress"? Maybe we'll never know.
Abstraction can be a good thing. In no place in nature does one find anything where you can press a key, and sound a musical tone. Does that invalidate the "artificial" nature of the piano? Should pianists be given strings and hammers and told to make the best of it? Or does the abstraction of pitch to a linear sequence of keys become a
tool to allow a person to easily interface with complex variations of pitch and timbre?
Or, to become even more abstract - sheet music. Nowhere in nature do you see a visual, mathematic representation of sound. Does that invalidate sheet music? And to tie that in with my previous example. One person can play a piano in real-time. One person cannot play an entire orchestra of instruments in real-time. However, one person
can write music for an entire orchestra through the abstraction that is sheet music.
Characters in Fallout 1 didn't play themselves. Their skills and turnbased combat didn't magicly work themselves out without any player input. To say that it's the character that's doing everything and player skill doesn't actually even matter, is at least partially a fallacy.
You're exactly right. In order for the game to be interactive, the player must contribute something to the character. So, why shouldn't we assume that if a player enjoys creating a character that they will also enjoy other activities of a similar bent?
Would it be sensible to include a level in an FPS where the player is forced to win at a game of chess before they can proceed? Of course not, because people don't play FPSs with that expectation, and even more relevant - it's not likely to be enjoyable for someone who wants to play and FPS, and not chess.
RPGs, being a much broader genre features a broader range of preferred gameplay activities, but we're not talking about RPGs in general. We're talking about Fallout.
But anyway, I'm about spent. I hope you take something away from this grandfatherly chat about what game were like in my day.
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Joe Krow said:
Can we assume that stats are also an artifact of PnP limitations? Morrowind seamlessly integrated real time with your character's abilites. Your success in whatever you tried depended primarily on your characters stats. Say what you will about the game, I think it worked.
Well actually, what I will say about the game was that it didn't work. Why is tedious combat against rats in Fallout such a crime against humanity, when
all combat in Morrowind basically amounts to the same thing? Repetitive non-choice shouldn't be in any game, RPG or otherwise.
Morrowind (and Oblivion) would have been much better games if they'd incorporated better action challenges (see Mount and Blade) or something to challenge the grey matter, like tactical combat. The problem is, direct first person control lends itself toward action challenges, which is incongruous with RPG fundamentals. That's not to say a game can't be a hybrid of very different game styles, of course, but it works out best if you draw clearer lines when it comes to integration of mismatched game concepts. System Shock 2 and GTA:SA are the best examples I can think of. Deus Ex is mediocre at best, just to pre-empt that argument.