Severian Silk
Guest
In clear terms, what is tactical combat? What sets it apart from combat that is not tactical? The best I can come up with is, "tactical combat is abstracted to a lessor degree".
Yes, I'm broadening the article to include JA2 and X-COM, or any RPG-ish game that is sufficiently 'tactical'.Zomg said:My snippet that you've reproduced over there is terrible in that context. It's really vague, because I was trying to describe a term that I might use critically for wildly different stuff, from Chess to a fighting game. I don't really know what you're trying to do in that article. Is it just about connecting the X-Com/JA mini-genre to Japanese Tactics Ogre descendants?
Zomg said:When I say combat (or a game in general) is tactical, I mean that it requires contemplative thought for success.
Could you provide an example of such a puzzle combat game? I can't think of any.obediah said:I think that's a good start - but for example, a puzzle combat game would require contemplative thought, but would not have tactical combat.
In JA2, if you reload the game, then combat does play out exactly the same way. I think thios has more to do with how random numbers are handled by the game.DarkUnderlord said:Typically, for me, it means the same situation should never play out twice. If I re-load, I don't instantly know how it's going to play out again. Enemies will change behaviour depending on my behaviour etc... Combat therefore, requirs more thought than "click-click-click".
Mikail said:Could you provide an example of such a puzzle combat game? I can't think of any.I think that's a good start - but for example, a puzzle combat game would require contemplative thought, but would not have tactical combat.
Mikail said:Could you provide an example of such a puzzle combat game? I can't think of any.obediah said:I think that's a good start - but for example, a puzzle combat game would require contemplative thought, but would not have tactical combat.
kingcomrade said:and this stupid debate returns once again