Microsoft worse than EA? I don't really think so.
I never thought about it like this before. Spot on.I think he nixed rounds so he could add action speed and recovery as additional mechanics, and they are (IMO) extremely cool.
Additionally it removed the degenerate gameplay which the rounds mechanics had, the running around like a monkey with no cost part.
It's obvious it resulted in readability issues for majority of players though, the question is how you would combat/add the above while retaining fixed 6 sec rounds?
You don't have to retain fixed 6 second rounds. All you needed were: clean visual effects, less stacking effects, longer effects that are more significant, slightly slower combat speed, cut the amount of abilities by like 80%, then balance the rest of the game accordingly.
The biggest mistake of Pillars of Eternity's combat system isn't getting rid of the 6 seconds round system, it's the prevalence of a bazillion stacked spell effects that are short lasting and which have poor visual representation, along side a huge addition of per encounter abilities. In Baldur's Gate, you could see a web spell wrap enemies in place, you could see a sleep spell cause them to doze off, you could see a hold monster spell petrify them. The game got by without you having to stack 4 to 5 different detrimental effects on an enemy in order to get through its absurd defenses; it got by without the vast majority of beneficial effects lasting 15 seconds requiring you to keep track of them constantly; and it got by with most of its classes not having to do anything other than click and attack.
A mage armor in Baldur's Gate last, what, 20 minutes? Even the vast majority of 1 round per level effects eventually last through the entire combat by the time you used them regularly. Had you replaced Baldur's Gate's list of spells with Pillars of Eternity's spells, Baldur's Gate would also have a problem with effects constantly stacking on and falling off, and consequently a similar amount of second to second player management.
The perfect description of Pillars of Eternity's system, which I came across in a video review, is that it's not real time with pause, but pause with real time. The only way to play the game is to pause every ability refresh cycle, which isn't synchronized obviously, so you'll be pausing all the time. This completely wastes the real time aspects of the combat, and you might as well go to a turn based system, which is what Pillars of Eternity's game system was actually designed for, with its tedious management.
A 6 seconds round might help make the combat feel less of a mess, but it'd still suck, because you'd still be pausing every round to mouse over effects and click abilities. The only reason the game is at all capable of being enjoyed is because the AI can handle most fights at lower difficulty levels. It is a frustrating experience when you're actually trying to control all 5 or 6 characters.
But this has all been said before, so I'm not sure why we're still repeating it. The system sucks because it's too tedious and complicated for real time with pause - emphasis on real time here because the system was inspired by real time strategy games where a professional gamer managing three marines with no abilities can be considered impressive. Sawyer should've made the game turn-based; or just admitted that he didn't understand what real time with pause is, because it's ridiculous this shit was able to make it through play testing.
You don't have to retain fixed 6 second rounds. All you needed were: clean visual effects, less stacking effects, longer effects that are more significant, slightly slower combat speed, cut the amount of abilities by like 80%, then balance the rest of the game accordingly.
The perfect description of Pillars of Eternity's system, which I came across in a video review, is that it's not real time with pause, but pause with real time. The only way to play the game is to pause every ability refresh cycle, which isn't synchronized obviously, so you'll be pausing all the time. This completely wastes the real time aspects of the combat, and you might as well go to a turn based system, which is what Pillars of Eternity's game system was actually designed for, with its tedious management.
On the other hand, casting mandatory buffs and debuffs is hardly interesting, especially if there's no downside to it.Azarkon, I am talking solely about BG2, BG1 is a much simpler game. I play on Hard/Insane, and the tactics you are describing are too risky there. Much more detailed plans are needed, unless one is content with depending on the dice and reloading all the time. For example, in a dragon fight I need several rounds to raise saving throws, lower magic resistance, and take down defences. My mages' and priests' hands are full for several rounds. And that's only one part of the (offensive) plan for the beginning of the battle. BG2 is a game that supports planning ahead by design (and Rounds are a big part of it), while PoE isn't.
But while the lack of planning ahead makes PoE encounters lack personality, the issue at hand is the pacing. Personally, I don't mind having to pause often. It's RTwP, I expect to have to do some pausing and thinking, that's why I play RTwP. But I think that BG2 did the pause pacing better. Actually, due to the Rounds BG2 has an "official" pacing that could be optimized, while PoE... is what it is.
That is more of a poor encounter design than simple system. If there ware more difficult fights it would have been different thing. A few 21 level boss battles would have been nice.Except PoE's system is not complex in any way, it may be obtuse to actually play, but the result is faux complexity leading to simple tactics. There are some older games that you need to be familiar with the documentation for to simply start them, PoE is nowhere near that level, it's simply annoying in its obfuscation, terrible UI and clusterfucky combat. The fact you don't know what is going on a lot of times, yet still being able to complete the game without any trouble, speaks volumes.
Well, even your post explains how the lack of Rounds made things worse. I won't outright claim that we NEED Rounds, but I will claim that the best and most celebrated RTwP combat around is the one in BG2, and that one has Rounds. So until someone proves otherwise, I am inclined to suspect that we do need Rounds.
Azarkon, I am talking solely about BG2, BG1 is a much simpler game. I play on Hard/Insane, and the tactics you are describing are too risky there. Much more detailed plans are needed, unless one is content with depending on the dice and reloading all the time. For example, in a dragon fight I need several rounds to raise saving throws, lower magic resistance, and take down defences. My mages' and priests' hands are full for several rounds. And that's only one part of the (offensive) plan for the beginning of the battle. BG2 is a game that supports planning ahead by design (and Rounds are a big part of it), while PoE isn't.
But while the lack of planning ahead makes PoE encounters lack personality, the issue at hand is the pacing. Personally, I don't mind having to pause often. It's RTwP, I expect to have to do some pausing and thinking, that's why I play RTwP. But I think that BG2 did the pause pacing better. Actually, due to the Rounds BG2 has an "official" pacing that could be optimized, while PoE... is what it is.
On the other hand, casting mandatory buffs and debuffs is hardly interesting, especially if there's no downside to it.
Also, I think Sensuki is right about the old games not having synchronized rounds. It's a per character system, so rounds in Baldur's Gate, etc. weren't actually made together, either. The reason I can guess: the designers didn't want characters to look like they were all executing their actions at the same time, like robots, so they sacrificed synchronized rounds for more individual behavior and predictable garbage time.
On the other hand, casting mandatory buffs and debuffs is hardly interesting, especially if there's no downside to it.
I agree with this. I always say that prebuffing should have specific disadvantages (ie, raise something, lower something else), so that it is only used where it actually fits the tactics/situation.
Having to cast a spell is consumption of a resource, a per day resource. IF resting was a big deal, resource expenditure would be as well.