Bart_Massey said:Nice article, but you left out my favorite: automated tactics, real-time strategy.
I think you mean, "tactics", but that's just the pedant in me. Combat in CRPGs is tactical, by nature, not strategic. More on this later.
The goal here, presumably, is to allow the character's skills, strength, and reflexes to decide combat outcomes, rather than the player's. (This brings up the eternal puzzle of how a character's "IQ" attribute might be successfully handled in an RPG, but I digress...)
Right, the goal is definately, assuredly that the character's stats determine most everything. The stronger he is, the more powerful his strikes are. The faster he is, the more strikes he gets. This is a good thing.
The right answer, IMHO, is for the player to control the character's strategy, and the computer to control the character's tactics. This is still real-time, but properly constructed, it would not require massive skill or twitch: just slowly cranking sliders based on combat progress.
Actually, this is the wrong answer. The common analogy is that strategy is knowing what bridge to take. Tactics is how the bridge is taken.
In terms of a CRPG, and what you're talking about, is seeing a kobold camp near something important and deciding they need to be removed. Now, if the computer controls the combat, once you point out to your character that the camp needs erradication.. That's the end of the player's involvement. It becomes nothing more than a movie to the player, because the computer is handling the tactics.
Tactics being what the fighter choses to attack, what spell the mage is going to cast and on what. Whom the priest blesses or heals. All of that falls under tactical moves.
For example, give the player sliders labeled "attack/defense", "stand/flee", and "skill moves/strength moves",. Then let the character implement these in terms of swinging a sword. The better the character's training, the better the character is able to carry out the slider's instructions, and the better the chance of success. But if done properly, the player should have no motivation to jerk those three sliders around at a rapid pace.
Comments? What CRPGs have implemented this sort of system? (One example that comes to mind, oddly, is Zork: the combat system there consists of telling the character whether to attack or flee, then phases of actual combat occur according to the result. )
So, basically, you've just gone from controlling your characters to passively watching them. I fail to see how this is an improvement, because you're talking about moving from having an interactive experience to a passive one.
There are gobs of games like this. All of the Infinity Engine games are like this when you use scripts. Fallout Tactics was like that. Dungeon Siege was like that.
The end result is that you march your minions around the map with little to no involvement with them beyond, "You go here."
This is what it would take to bring me back to CRPGs; I'm getting old, and just have no patience with twitch.
That's kind of why I like turn based. I don't like twitch, but I still like to be involved. If I wanted to watch, I'd fire up PowerDVD.