Archibald said:
The problem is that they are both applied at the same time. RTS interface built for ordering legions around simply doesn't mesh well with RPG need for deep and precise control over few units.
Could you clarify what exactly wasn`t good enough for controlling individual units?
Ever tried herding mentally impaired lemming-cat hybrids? Me neither but I bet it would be similar to BG combat.
CorpseZeb said:
DraQ said:
The problem is that they are both applied at the same time. RTS interface built for ordering legions around simply doesn't mesh well with RPG need for deep and precise control over few units.
C'mon DraQ
Manic Miner this is not. You do not need to be Pixel Perfect.
The-right-side-of-the-fucking-area Perfect would suffice.
Alas, the game insisted on whispering suicidal thoughts to trailing party members given an order to do something along with the rest, so that I could discover them sizzling in a lightning trap on the opposite edge of the map some seconds later after I diverted my attention from
some mean big enemy carrying phat lewt and requiring sophisticated tactics to beat yet another group of retarded kobolds.
I guess it just thought it was funnier this way.
Haha.
MMXI said:
But that's exactly where I was going with the argument. You end up with completely different games.
And that's why you should neither attempt to make TES TB, nor Wizardry RT.
And if you much prefer turn-based combat over real-time combat then of course it can make sense to call perceived advantages of real-time combat flaws. Similarly, someone could have a polar opposite view point and think that everything turn-based brings is a flaw.
And I would call both stances what they are - irreversible dumbfuckery.
TB is better for highly abstract games like Go or Chess. TB is also clearly and unambiguously superior if you're controlling an entire party because human players and computer HIDs are shit for dealing with six simultaneous inputs. As for decision making, it's only actually interesting because you're bound by time in some manner (though not necessarily game time) - otherwise it would just boil down to exhausting the tree of possibilities and choosing the most favourable branch.
RT, otoh, has the advantage of high temporal resolution and not introducing, nor having to work around artefacts of discretized time. Even if you go simultaneous phase based and get rid of discretized time from mechanical perspective, you still have limited control due to discretized time from input perspective.
So both modes have advantages and both modes have flaws. If you don't notice ones or the others for one or both of the modes, then you're a retard.
If you claim that flaws of one of them are advantages and vice versa, then you're terminally brain damaged.
I don't know about you but I've seen so many modern console kids call turn-based combat slow, boring and outdated.
Well, it's only fair since modern console kids tend to be slow and boring. And actually, a well executed TB can be lightning fast (unless it involves large amount of units, but there are workarounds and you can go simultaneous anyway), while, for example, RT combat in oblivious was what I'd call excruciatingly slow and boring.
The "slow" line of argumentation only works if you're going for some particular aesthetics - for example I can't imagine TB Witcher.
Not quite sure that I'm with you on this. You don't see many mini-RTSs today. Dragon Age: Origins and Drakensang? If Dragon Age II is any indication then BioWare don't give a fuck about mini-RTSs today. And didn't Radon Labs go bankrupt?
So where did all those LoLs, EoBs and Wizardries go? Because from what I've seen they had their heads nomonomed by BG and Diablo, though admitting that the latter is the source of decline pains me as it's really enjoyable mindless clicker.
On the other hand, Bethesda is still going strong producing real-time single character first person RPGs, though admittedly I can't think of many other companies doing the same thing. Probably way too much effort to create.
Except there was a huge gap between Morrowind and Daggerfall, and during this time Bethesda almost croaked, got bought and had its founders kicked out. You CAN'T argue that Daggerfall spawned a lot of clones, therefore you can't argue that it declined (or inclined) the genre.
Oblivion declined the genre by being wildly popular derp game (also the problem with BG1).
Morrowind can be credited for starting the decline but that's because it helped Bethseda build a consoletard target rather than through any flaws of its own.