hiver
Guest
Maybe i should have worded my reply to be more specific...If combat is the sole focus of the game then doesn't it stand to reason that combat should be deeper and more interesting in those games? I understand what you're getting at - every class needs to be combat-oriented so you need to have a constant measure of damage - but that's not really directly related. DPS is a way of standardizing combat damage mechanics and that has little to do with how story-driven or combat-driven a game is.
Nice polemic
Let me try again.
If the combat is the sole focus of the game - than thats the problem. Thats why you loose complexity.
Its a sort of original underlying reason for loss of complexity.
DPS or any other modern mechanic is just an attempt to patch (or, put a new paint over) one of the unintended, unexpected negative consequences of it.
Another important feature is reliance on strict binary solutions to everything. Either you win the combat completely or you die-loose. Either you solve the quest - or you dont. Sometimes that means you wont be able to progress any further in the whole game.
Re-load, re-load, re-load until you make it.
There is no gradation to any of it and there is no failure that would lead you into different gameplay. Pass a skill check or - not: the end.
Succeed or fail - completely. Then re-load.
This is, of course, present in the combat too. Combat which is by large margin, the majority of gameplay.
There is no non-lethal way of solving it. (i dont mean stealth games non-lethality or DX non lethal gameplay - and Thief and DX were loved because they had some real complexity, although ... restricted in different ways, within constraints of their genres.
But they did allow the player to affect situations in different ways, by gradients rather than binary complete success - complete failure switches, or they tried to do, to some extent each).
You cant do anything like making the enemy run away or surrender. Talk individual NPCs out of it - god forbid.
Nor can you retreat (then maybe reposition, try another angle, affect the outcome through environment, or whatever would seem appropriate for a particular situation... etc.), yourself, either.
If you are somehow allowed to retreat than it means nothing. Nothing special happen because you retreated - it makes no difference, there is no consequences or changes because of it.
Interaction with the environment is scarce and simplified extremely, if there at all, too. Despite upgrading the graphics into so called 3-D.
You can re-load and try again.
Every combat encounter is the same in this. Cosmetics of it can vary - but not that.
You can try to balance your classes and invent new mechanics, new graphics, throw in healing items, unlimited sleeping, remove passage of time, add health regeneration, ability to slow down time at will, new weapons, new magic spells, new powahs, and whatnot, to make it interesting to play through once, first time. But doesnt really make things less linear. You can balance, add and change skills until you go blind but what does it achieve if all you use them for is combat and extreme binary switches?
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So, that would be that. In short. Of course, there are games that try to actually make some real complexity, to some extent, and those are the ones who folks around here like the most.
(DX had some, Fallouts had some, and several others to different extents and by different manners, ways, tricks, etc. etc.)
Naturally some other games are liked because of combat or story alone - im not talking about that.