Waterd
Augur
- Joined
- Jan 22, 2012
- Messages
- 228
I agree a better RPG game is more like a rougelike. Rougelike is more a an actual game than most rpg. Sadly rougelikes in general have super terrible combat.
And yes, completly random combat vs scripted combats is a dichotomoy, actually is the real dichotomy.
Since the level of quality of completly random combats will be behind of scripted combats, there is reason to want to play games with scripted combats, genrally to expect better designed combats. Of course that hurts replayability.
It´s true that KOTC is closer to a puzzle, since it´s full of scripted combats, there is a solution to find or a course of action close to a solution, once you find it, there isn´t much to do. Similar to games like Fire emblem, Battle for wesnoth, etc.
But that is still closer to a game than the interactive systems we are talking about, which are not even that close. They are more like Sandboxes, where is no challenge at all and is full of actions, and light on decisions.
A game to me is a interactive system full of decisions. Knight of the chalice is more like a puzzle, true because it´s pretty much solvable, and thus once you find out the patterns, you pretty mcuh solve the game and the decision agency dissapears.
That is a lot closer of what I find ideal of game (considering games are test of decisions), than sandboxes without decisions like icewind dale.
Is true ultimately that some kind of rougelike with a complex party and turn based combat system is ideal. Sadly, for whatever reason, there is almost no piece of software with that quality.
So the closest there is on the market are puzzles witih similar properties, so by consuming tons of those we can achieve a similar product than a rougelike with those characterstics could provide.
Mansion of madness is an board rpg that is so. The idea is that you keep downloading or buying scenarios to keep replayability going.
If is intended for icewind dale to have no challenge at all, why is non optimal to have a story difficulty mode so I can skip all the micromanagment and the limitiations and can be the god I´m intended to be?.
The answer is no. IF we recognize, Challenge is not the goal of icewind dale, then interactive simulation or story are our goals, If that is so, a mode where I can´t die and can do whatever I want, seems the best design decision for the software
And yes, completly random combat vs scripted combats is a dichotomoy, actually is the real dichotomy.
Since the level of quality of completly random combats will be behind of scripted combats, there is reason to want to play games with scripted combats, genrally to expect better designed combats. Of course that hurts replayability.
It´s true that KOTC is closer to a puzzle, since it´s full of scripted combats, there is a solution to find or a course of action close to a solution, once you find it, there isn´t much to do. Similar to games like Fire emblem, Battle for wesnoth, etc.
But that is still closer to a game than the interactive systems we are talking about, which are not even that close. They are more like Sandboxes, where is no challenge at all and is full of actions, and light on decisions.
A game to me is a interactive system full of decisions. Knight of the chalice is more like a puzzle, true because it´s pretty much solvable, and thus once you find out the patterns, you pretty mcuh solve the game and the decision agency dissapears.
That is a lot closer of what I find ideal of game (considering games are test of decisions), than sandboxes without decisions like icewind dale.
Is true ultimately that some kind of rougelike with a complex party and turn based combat system is ideal. Sadly, for whatever reason, there is almost no piece of software with that quality.
So the closest there is on the market are puzzles witih similar properties, so by consuming tons of those we can achieve a similar product than a rougelike with those characterstics could provide.
Mansion of madness is an board rpg that is so. The idea is that you keep downloading or buying scenarios to keep replayability going.
If is intended for icewind dale to have no challenge at all, why is non optimal to have a story difficulty mode so I can skip all the micromanagment and the limitiations and can be the god I´m intended to be?.
The answer is no. IF we recognize, Challenge is not the goal of icewind dale, then interactive simulation or story are our goals, If that is so, a mode where I can´t die and can do whatever I want, seems the best design decision for the software