chrisbeddoes said:The name of that RPG is Morrowind.
So let not abadon all hope .
PS:T is the best third person isometric RPG around though. Besides, it HAD to use real time. With the Infinity Engine there is no other way.
Never played Ultima 7, but wasn't the Ultima Series (like Morrowind) from the first person perspective?
The name of that RPG is Morrowind.
Saint_Proverbius said:Nope, just the Underworld series were first person.
Interesting that. The only real difference between Xcom and JA2 is that the JA2 "characters" had an individual portrait and voice overs for specific situations.
Is that really all it takes to go from Tactical/Strategy game to RPG?
I cant recall if Xcom actually had a character that was "you". But I always used to name my first marine after myself anyway.
"there will most likely be a real-time combat mode. I know there are people out there that feel this ruins Fallout, but I think they will be surprised as to how well it works once they play it"
someone asked why they should be interested in Lionheart since Away Team was so awful
Y'know, and maybe this should be another thread, but the one other thing besides this type of situation that is one of the failings of TB is the other extreme, when one wants to run from combat. I was playing PtD last night and I'm in the catacombs at the monastery happily hacking away at Dwellers, but eventually a few more came into the melee than I had anticipated, but since I had offed quite a few already, I didn't just want to reload. So I began the excruciating process of running away in TB mode. It took a full fifteen minutes, which wasn't really all that cool, or in the end, worth not reloading. I wish there could be, like the auto-combat for cake battles Prov mentions here, an auto-flee option. Maybe it could be based on certain PC stats, or maybe it would come at a cost like a very small XP penalty, or maybe it would temporarily lower a relevant stat such as morale, wisdom, or constitution for a period of time to balance the feature.Saint_Proverbius said:Also, Feargus seems to hear what he wants to hear. When someone says, "It sucks to have to fight rats in power armor using turn based so late in the game where they can't hurt you.", he hears, "Turn based sucks". Instead, he should probably hear, "Don't ever put gobs of pissant monsters in late game areas because it sucks." or "Where the hell is the autocombat option for encounters I can't possibly lose?"
HanoverF said:Well that really is a loaded question, like "Have you stopped beating your wife?"
XJEDX said:I wish there could be, like the auto-combat for cake battles Prov mentions here, an auto-flee option. Maybe it could be based on certain PC stats, or maybe it would come at a cost like a very small XP penalty, or maybe it would temporarily lower a relevant stat such as morale, wisdom, or constitution for a period of time to balance the feature.
That actually sounds like a truly awesome idea, choosing the PC's intent toward an NPC; has anyone done anything like that before? Would be just the kinda of antidote to the IE-style dialogue that has become so standard of late...Rosh said:The thing about it is that both could be combined, especially if you had a way to toggle deceptive intent, honest intent, and a keyword/phrase to use.
Rosh said:Up until and including Ultima 4, the dungeons were done in a first person view.
Saint_Proverbius said:That's one of the things I don't miss about the old school CRPGs, actually. :D
What, just load up with gridded paper, pencils and erasers. Hmm, was Ultima Underworld the first game with auto-mapping?Spazmo said:Yeah. Those dungeons are reason #1 I never actually finished Ultima IV. You mean... I have to make my own map? Blasphemy!
Kizmiaz said:What, just load up with gridded paper, pencils and erasers. Hmm, was Ultima Underworld the first game with auto-mapping?
Psilon said:Kizmiaz said:What, just load up with gridded paper, pencils and erasers. Hmm, was Ultima Underworld the first game with auto-mapping?
I think one of the (text) Zork games did it first. Beyond Zork, maybe? Adventure games, graphical and text, used to train one's mapping skills quite efficiently. If you didn't keep your little graph-paper map, you quickly found yourself in an unpleasant (and frequently fatal) situation.
Kizmiaz said:What, just load up with gridded paper, pencils and erasers. Hmm, was Ultima Underworld the first game with auto-mapping?
ljw1004 said:or me, the realtime in PST is what put the "role" back into its RPG -- i.e. it was a role to play, a developing story, not a combat-simulator. If it had been TB, then combat would have occupied a much larger % of user playtime -- so much that the game would have become a combat-simulator, I think. Geneforge suffered from having too large a % of playtime being involved in combat. (unless you managed to play it through as a thief - I found that too difficult first time through, though.)