Dr Schultz
Augur
- Joined
- Dec 21, 2013
- Messages
- 492
What's so funny about that? The are entire genres out there where combats, boss battles aside, are supposed to be primarely a rhythmic element (Metroidvanias, Dungeon Master clones, Zelda-like games, platform games, action-puzzles and so forth). According to your nonsensical "if something is shit, is shit no matter what" they are all flawed games because they all have a flawed combat system...
Dr Schultz said:If you add a complex combat system to Zelda
Who said anything about "complex"? Combat doesn't need to be complex to be good. Hell, PS:T's combat can be pretty fucking complex and it sucks.
Change "complex" with "good" and the result is the same. Darksiders has better combat than Zelda, but it's not remotely as good as a game. Why? Because Zelda is a more coherent game experience.
Dr Schultz said:The greatest game is not the game with all its part equally well crafted. It's the game where all the game mechanics cooperate to a clear design purpose.
This is a meaningless and nonsensical sentence, but the part of it that's true - that is, that the great game is the game where all components work together for the same purpose - isnottrue of PS:T and Arcanum. Their respective combat mechanics and character system mechanics do not work together with the rest of the systems to much interesting end. Except of course some cleverly designed stat checks and the like.
Actually, any parts of PS:T ruleset that doesn't descend from D&D is a clever addition to the game. So, if you are implying that AD&D is the worst possible ruleset for Torment, you aren't saying anything new. AD&D is the worst possible ruleset for Planescape in general. What I can't see is how this can be Black's Isle's (or more specifically Avellone's) fault.
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