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Gareth Davies on CRPG Combat

Saint_Proverbius

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Yet another developer <a href="http://www.rpgcodex.com/content.php?id=21">article/editorial</a> for us, given by <b>Gareth Davies</b>, of <a href="http://www.aie.act.edu.au/">The Academy of Interactive Entertainment</a> and formerly of <A href="http://www.microforte.com">Micro Forte</a>. This one sticks entirely to combat in CRPGs. Here's a taste:
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<blockquote>The first and most obvious similarity is the concept of Turn-Based (TB) play. TB combat is the first abstraction we will deal with, and serves to greatly simplify the game system. In the context of chess, forcing players to move sequentially provides several benefits. The focus of the game becomes making the most of the one action you can perform before your opponent can act, rather than merely a matter of who has more manual dexterity. Sequential moves also eliminate any need for deciding an outcome of simultaneous actions. It can be assumed that all opposition pieces are stationary during your turn. However one of the most important and oft overlooked dynamics is the way all actions are measured. A player at any given time can anticipate the actions of his opponents next move, and can plan his/her own move with consideration to subsequent moves due to the very measured nature of taking turns. </blockquote>
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Thanks.. I mean, err.. Cheers, <b>Gareth</b>!
 

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