MMXI said:
I generally find multi-character turn-based RPGs more enjoyable to play than single character action RPGs. I would probably find Oblivion fun if it had turn-based combat in its first-person viewpoint. An enemy sees you and the game goes into turn-based mode like Wizardry 8 but with a single character.
And how exactly would it help? With single character TB is somewhat superfluous even without any detrimental factors. Here, you'd have detrimental factors - for example the trace amount of whatever is left of any sort of diversity in combat would vanish due to movement limitations. This would kill any remnants of playability agile characters making use of environment still enjoyed even in oblivious. With deterministic combat system and deterministic, utterly predictable AI, combat would boil down to repeating memorized sequences of actions till successful. Then to the next combat. Oh god. I think you've managed to invent something exponentially worse than oblivious itself... BRB, need to puke.
That way the game can expand on combat options by allowing you to target specific body parts as well as allowing you to select your attack type out of lunge, jab, slash, throw and parry.
Except you don't need TB for that when controlling single character. Bethshitda dropped even the humble beginnings of locational damage (RND+separate AR) featured in Morrowind because they didn't want to force their players to keep helmets on.
And it's not just that you don't gain extra control over the single character when going TB - you lose that control, because chopping the time into large discrete chunks prevents you from reacting quickly, and enforces other restrictions (like movement) due to non-simultaneous actions. Even if you go phase based, movement is going to be non-simultaneous if it's directly controlled and in a relatively complex 3D environment (not really, Morrowind would be a better example, but still sufficiently complex for the purpose of this discussion) you want to use direct control rather than entrusting pathfinding algorithm with hopping on that ledge over there.
tl;dr:
Other things equal, combat is generally made better the more player can influence it.
TB doesn't improve player's control in non-party game.
TB worsens player's control in a game designed around unrestricted movement in complex environment.
As Oblivion is pretty much classless, meaning that all characters have the potential to cast spells, the game could even become tactical with only a single character with enough thought.
Hahahaohwow.
Therefore...
Would it incline The Elder Scrolls for me and many other RPG players? I'd say so.
...no, not really.
TES games are built around exploration and immediate fine control (levitate there, jump on that), that is also part of the combat (or hostile encounters in general).
Making them TB would turdify them beyond all help, just like making Wiz 8 a single character, real time crawler would turdify it beyond all measure.
You can build a nice helicopter, you can build a nice submarine, but you can't build a nice hybrid of those two.
Of course, I'm ignoring the fact that, of all TES games oblivious is actually a complete shit without any modifications.
In other words, changing a game entirely to another sub-genre of RPG in order to remove the perceived flaws present in its original sub-genre is still a process of removing flaws.
What if you remove mechanical flaws from an RPG game by changing it into an action game and ditching RPG elements? Hey, flaws = gone so it's net incline, right?
The problems introduced with turn-based combat don't matter to me. I don't give a fuck about "immersion" or whatever faggots call it.
Except immersion is not really relevant here. TB has some immanent problems because it replaces finely grained time with time chopped up into large blocks, affecting pretty much entire mechanics. TB is tiling, except applied to time, rather than space and all tiling reduces resolution. Sometimes the tradeoff may be worth it - for example, it's better to directly control a party of 6-8 in TB than it is in RT (as BG happens to demonstrate), but sometimes it's just a pure loss.
Is being unable to play as a gorgeous young female elf in PS:T or Witcher a flaw? We all like to customize and build our characters, after all.
Is it? Not really, because being able to play a female elf in both PS:T and The Witcher would detract from other elements of the games.
PREFUCKINGCISELY.
It's not about whether being able to make a female elf character is a good thing or not, it's about how it meshes with all the other stuff.
It's like evolutionary adaptations - lugging around a bulky, lengthy digestive tract with state-of-the-art fermentation chambers and whatnot would be a massive hindrance to a wolf, but a deer can't really live without one.
Filler encounters? Yep. It had filler encounters. On the other hand, the filler encounters worked well with low level AD&D because at level one you get slaughtered by them, while at level three you blast through them with ease. It creates that sense of progression that all the old greats like Might & Magic had that is lost in today's RPGs thanks to things like level scaling. I have to admit, though, that Baldur's Gate had terrible respawns, especially in dungeons and in the Gnoll Stronghold.
Combat? I used to think that Baldur's Gate II had better combat but recently I've changed my mind completely. Thinking back to the great fights in Baldur's Gate II I've realised that they were basically giant games of rock-paper-scissors with protection spells and other buffs needing to be countered. They were fun, but that's because they were basically puzzles. And I like puzzles. Basically, the difference between the most optimal solution for a single encounter and standard battle tactics was so huge that the game relied heavily on trial and error in order to discover just how to easily win fights. Baldur's Gate, on the other hand, was far more traditional in that it tended to be you versus the enemies, with tactics heavily involving the statistics, classes and equipment of each party member rather than the order of protection stripping spells needed to take down the enemy mage's protections. In other words, Baldur's Gate was more about the roles each party member plays in combat rather than solving a puzzle by trial and error.
Really? Because I had strong impression that BG combat was all about giving everyone a secondary ranged weapon, scouting ahead, then preemptively bombarding area offscreen with AOE spells.
The game also seems more focused around storylines, quests and interesting locations, which is a good thing, because the prequel failed to be either a good narrative driven experience or a good free roaming one.
I want less of a focus on the storyline in my RPGs, thank you. Much less. RPGs being bogged down by the story is one reason why all modern RPGs are completely mechanically uninteresting. Not that Baldur's Gate was mechanically any different than Baldur's Gate II or anything.
Me too, but I will pick a good storyfag ride over extremely ill thought out sandbox 10 out of 10 times.
That's rather farfetched. Baldur's Gate II had a closer design philosophy to Dragon Age: Origins than it did to the first Baldur's Gate. Each consecutive pair of The Elder Scrolls games (excluding perhaps Arena) share closer design philsophies than between the two Baldur's Gate games, in my view.
Really? Huge, procedural generated sandbox concentrated on background mechanics to small, handcrafted sandbox concentrating on worldbuilding, to small procedural turd concentrating on turd, bloom and turd scaling are somehow lesser changes than from unfocused generic D&D storyfag romp to slightly more focused, less generic D&D storyfag romp? Elucidate.
I mean, Baldur's Gate II and Dragon Age: Origins are both story and character focused RPGs with both being streamlined in terms of locations. Baldur's Gate, on the other hand, is almost an open world low level AD&D adventure with characters who don't speak, no romances and a story that you stumble across rather than being the centre of.
Except characters did speak and did have some goals in BG1. They reacted to other characters and party's actions and that's actually one of the few positive things about BG1. So I guess expanding it was a good decision, because wandering aimlessly around copypasta forests certainly didn't do it for me.
If I want a sandbox RPG, I fire up Morrowind or Daggerfall.
Jesus fucking Christ! You've missed the point entirely. Is Dragon Age II another ultimate example of decline? Of course it is. Is Baldur's Gate partly responsible for it? Of course it is. In fact, Baldur's Gate influencing later RPGs is one of the reasons why you believe it was fully part of the decline. But Daggerfall was an influence on Oblivion just as much as Baldur's Gate was on Dragon Age II. Perhaps even more so. So why isn't Daggerfall fully part of the decline of RPGs? It even came out a whole year before Fallout.
Because Daggerfall is actually good or, at least, ambitious.
Ambitious games don't decline the genre, because they don't lower the standards.
Plus, Daggerfall didn't popularize control scheme where the player is using RTS interface in futile attempt to herd a bunch of suicidal lemmings - that also counts.
In other words, I don't see how you can blame Baldur's Gate for causing the shit we get these days without also blaming games like Daggerfall for influencing Oblivion and Fallout 3.
Except most stuff oblivion actually shares with Daggerfall isn't bad (save for scaling). It's at worst neutral. I like RPGs, I like FPSes and if you successfully graft RPG-like mechanics, world and possibilities onto an FPS engine - all the better. It's when you start inexplicably derping one or both elements that the problems start.
Now, bland, generic setting, on the other hand can't really be anything but bland, and control scheme completely unsuitable for the task at hand can't help being inadequate.
And I wouldn't consider Morrowind to be 'just' simplified Daggerfall. Sure, background mechanics, scale and similar stuff took inexcusable hit, same with chargen and enchanting, but stuff like combat mechanics was refined (barring the control scheme and effects of speed, Morrowind had the best combat of the series, as funny as it may sound), presentation was unified with the mechanics, mechanics was unified for all characters, spell system was ultimately expanded (though not without loses), same with weapon selection, plus the game picked up some really good lore. Changing the world from large procedural sandbox with delightfully convoluted, but ultimately pointless dungeons, to something tighter, but hand-crafted and sprinkled with little details and hidden stuff also wasn't a clear decline or incline, but rather a sidestep.
Which game do you like more is up to personal preference, but seeing merely a simplified Daggerfall in Morrowind is gross oversimplification.