That's just theory though, the practical reality is that no isometric RPG's with RTwP combat have ever had good combat that was manageable in a non-stressful way that didn't reward the reflexes of the player over the brain of the player. I can't even remember the amount of fights in IWD I had when I just thought "fuck it" and let my party fight by itself like an RTS because I couldn't be bothered continually pausing.Rome Total War works because you've got all the time and the world to sit back and relax as your legionaries hack away at Celts (pausing now and then to shuffle some units around and order movement). You don't have that luxury in RPGs where combat is often short and deadly and what round you cast a spell or use a feat in is of vital importance. Losing three seconds where a rouge uncloaks itself and starts stabbing up your wizard because you were busy watching your barbarian chop up those orcs is unacceptable and forces you to constantly be in the RTS 'zone' of constant awareness and prepared reflex.
While I can see the fun in playing your friend in an RTS or the appeal of games like League of Legend, when I play an RPG I want to plan and strategise not have the game at all dependent on my reflexes.
There is no getting around the fact that RTwP invokes the player's reflexes as a part of combat unless it's set up to frequently auto-pause, in which case you simply get a poor man's turn-based.
Well, some degree of dependence on reflexes is an inherent trade-off you make in exchange for the more sophisticated combat scenarios you get when you have full simultaneous control of the battlefield. Slow motion and pause reduce it to acceptable levels.
In my opinion, it's a worthwhile and valid trade-off. The main advantage of TB I think is that it's probably easier to implement good AI for, but I'm not sure how often that happens in practice.
It's not fun.
Lastly, Final Fantasy X is a great example of a turn based game being good and selling very well. There was insane amount of random combat in the game, yet ppl still loved it and did not get tired of combat.
o_O
You've got to be trolling here.
But you said yourself there is some inherent degree of dependence on reflexes. Depending on reflexes = dumbing down. It may only be a minor dumbing down, and no doubt you can still make a very tactical system with RTwP just as you can make a very simple system with TB, but if we're talking about the general rather than the precise, then how is saying it inherently depends on reflexes different from saying it's inherently dumbed down?
Depending on how you define dumbed down, of course.
That's the common stereotype that TB fanatics have about RTwP players, yes. That the only reason they like RTwP is that it's "faster" and more "visceral" and "action-like".
But that's false. The main advantage of RTwP is that the action is simultaneous, and that you always have complete control over your characters. Other than that, I would prefer it to be as slow-paced as possible. That's why I'm so excited about the slow motion options that will be implemented in Project Eternity.
If you can control any of your characters at any point in time, doing things simultaneously without being restricted to a sequence of turns, the possibility space of the battlefield is exponentially larger. It's just more complex.
That doesn't make sense. Simultaneous versus sequential action is different, it's not more complex, it doesn't *just* add options, unless you'd like to argue that chess where players have to move their pieces simultaneously is "more complex".
In realtime, I can control any of my character at any time and do things simultaneously, but I can't "switch back" to sequential action and tactical pre-calculating moves, I am now restricted by simultaneous movement, not to mention that is asynchronous depending on what kind of commands I give. It adds something and takes something away, changing the nature of the battle and requiring a different approach. That's the tradeoff.
Besides, it's not like you can't design phasebased systems where action is essentially simultaneous but planning happens in turn stages. The distinction isn't that absolute.
And yeah, as Captain Shrek said, I don't mind RT or RTwP but if I have full party control the reality is TB is inherently superior in level of control and the chaotic nature of management.
Nothing wrong with liking RTwP, like away, but argue for it on its own strengths, it's a bit silly to try to defend it on the basis of what TB does best. Let TB do what TB does best, and RTwP can do what RTwP does best.
A crpg diluted with "adventure games" is a diluted crpg.
How? The only thing missing, to turn an adventure game into an RPG, is character progression and a rule system to handle interaction with the environment and NPCs.
You forgot the freedom of action, which is something "adventure games" cannot into by design and which is the watershed separating an RPG from a wargame.
Yes, because what you're describing doesn't mesh with reality. You seem to think that things moving simultaneously is inherently more complex than things moving sequentially, but this is simply not true in a gaming environment. It mght be if human brains could process information at much higher speeds, but they can not. The whole basis of the tradeoff you're presenting is false. RTwP doesn't just add options and complexity, it replaces one notion with another, hence why "that is the trade-off": the tradeoff is for tactical sequential thinking for tactical simultaneous thinking. The need for reflexes comes on top of that tradeoff and creates the "dumbing down", it's not part of it.Trade-off of what? I'm talking about a trade-off of "dumbing down". What you're describing is an entirely different trade-off.
Except it's not designed to be phase-based from the ground up, which makes good reads of how actions are performed asynchronously (unless all actions take one turn) difficult and messy. It's that messiness and struggling against mechanics rather than having mechanics on my side against the opponent than made Infinity Engine so unplayable to me.Indeed. If you set up the Infinity Engine to globally pause every N seconds in combat, it would become phase-based.
Yeah. Didn't like it. I know I'm supposed to like it, but I didn't. It felt more random than tactical to me. Tradeoff of sequential versus simultaneous.BTW have you ever played Frozen Synapse?
Who is invalidating anything? I said it's an option, it's just a part of the decision-making process for designers, and if they lean heavily to providing a tactical experience, TB quickly comes to the fore. Not just because it allows "easier controls", which you easily pass over but which actually means "more precise control" AKA "better tactical opportunities", but because it's better, not for AI, but for players, thanks to the reflex factor and the more precise level of information/more precise control. RTwP is always an option if you think the balance works better for your game, particularly if combat needs to be faster and more immediate, but as a designer you can't just ignore that tradeoff and pretend RTwP is somehow TB's equal when it comes to tactical notions in party-based RPGs.Yes, TB is easier to control than RTwP. And space sims are easier to control than flight sims because there's no gravity. Doesn't invalidate the latter.
Aren't you arguing that the Torment successor should be RTwP? Numenera is a turn-based ruleset.Again, you can't convert a TB game to RTwP without ruining it to some extent.
All P&P is inherently turn-based. That is not a relevant point.Aren't you arguing that the Torment successor should be RTwP? Numenera is a turn-based ruleset.Again, you can't convert a TB game to RTwP without ruining it to some extent.
Aren't you arguing that the Torment successor should be RTwP? Numenera is a turn-based ruleset.Again, you can't convert a TB game to RTwP without ruining it to some extent.
Thanks for the updateAll P&P is inherently turn-based. That is not a relevant point.Aren't you arguing that the Torment successor should be RTwP? Numenera is a turn-based ruleset.Again, you can't convert a TB game to RTwP without ruining it to some extent.
Yes, because what you're describing doesn't mesh with reality. You seem to think that things moving simultaneously is inherently more complex than things moving sequentially, but this is simply not true in a gaming environment.
RTwP doesn't just add options and complexity, it replaces one notion with another, hence why "that is the trade-off", the tradeoff is for tactical sequential thinking for tactical simultaneous thinking. The need for reflexes comes on top of that tradeoff, it's not part of it.
Except it's not designed to be phase-based from the ground up, which makes good reads of how actions are performed asynchronously (unless all actions take one turn) difficult and messy.
RTwP at the end of the day stems from "best of both worlds" thinking, and like all "best of both worlds" design, it tends to actually give us the worst of both worlds.
With a proper focus on the core mechanics of RTwP and combat no doubt the system could be vastly improved, but it's not generally implemented like that, because RPG designers don't have that much time/energy to spend on combat itself.
if they lean heavily to providing a tactical experience, TB quickly comes to the fore. Not just because it allows "easier controls", which you easily pass over but which actually means "more precise control" AKA "better tactical opportunities", but because it's better, not for AI, but for players, thanks to the reflex factor and the more precise level of information/more precise control.
Weird that the staff member of a site dedicated to old school and uncompromising RPGs doesn't even really like turn based
Someone needs to incline obsolete chess by making gameplay simultaneous and real-time. Stop to have a think about where you're moving that pawn? Too slow bro, the opponent just nabbed your bishop and put you in check-mate. Guess you should have had your finger on the pause button.
I disagree. Larger possibility space --> more things the player needs to be in control of --> greater complexity, by definition.
I disagree with this as a categorical statement. It's another of the common TB fanatic canards. RTwP is its own discipline, it's not some "evil twisted mutant hybrid" of TB and RT.
Of course, specific implementations of RTwP may have been motivated by this type of "best of both worlds" thought.
Possibly. Infinity Engine combat was good enough for me, though.
Doomed I tells you. Doooomed!Let me just add that nothing in this argument is in any way relevant to inXile's Torment successor. It likely won't be a combat-focused game with complex tactical scenarios, so I don't think it matters much whether it will be RTwP or TB.
The only reason I think it should be made RTwP is to avoid alienating some of the more retarded potential backers.
This appears to be the entire crux of your philosophy, since you repeated it a few times. I don't see it, I think you're confusing being different with being more complex and completely ignoring the limitations of the human brain, hence I don't think any of your conclusions drawn on this basis are correct.
Limitations of humans are so important. Run by computers, I don't doubt you could fashion RT systems as complex as TB systems. Run by humans, we simply can not give the same level of reasoned tactical input in things happening simultaneously as we can in things happening sequentially. That's why all "intellectual" games (in real life) are turn-based. That's why RTwP feels so messy.
Sequential design, meanwhile, isn't inherently less tactical, it's just inherently less realistic, for those interested in that tradeoff.
Not specific implementations, the very reason it exist. It started as a best of both worlds philosophy.
If you are hoping it becomes more some day, fine, but it hasn't yet. If it had, you'd have been able to cite an RPG as a positive example, but very tellingly you were only able to cite strategy games.
You're not exactly making a great case for RTwP being respect as is, right now.
Ugh. It's "good enough" in the same way Fallout combat is "good enough", as in I can bear it, but I don't exactly play the game for it (at least Fallout had its peripheral combat frills). I'd certainly hope Eternity and WL2 do better.
Making it RTwP because of potential backers is no different than making a game RT because it sells better. We're in Kickstarter to avoid that horseshit, not to run with it.