Good or excellent tactical system does not in any way preclude narrative flow or trying to make it have more impact on the narrative flow.
These things are not mutually exclusive by themselves.
PSt combat suffered the most from the wrong idea of how "real time" will make it sell better. If anything the game would have benefited from less combat encounters. But making those that remain better.
Same thing with Arcanum and its attempt to fuse the two different combat systems, or similar attempt in van Buren.
Less is more.
Ah, combat in cRPGs. That can of worms. That’s also something that hasn’t progressed very much over the years. Combat encounters push narrative forward, but not individual actions during the “action”. So you get these full stops in the general flow of gameplay that resumes only after you defeat something or are defeated yourself.
It’s not such a big issue for other genres - I’m playing through The Last Of Us and they’ve incorporated story beautifully into the exploration and combat flow.
I’m looking forward to a cRPG that pulls that off with tactical combat.
I think that particular can of worms is fueled most of all by having too much combat. That fits some types of games and some types of RPGs but not all.
Especially when it takes forms of trash mobs - which it usually does.
That was often mentioned during the kickstarter of TtoN as one of the weaknesses of PST which should be corrected but the execution failed as the rest.
I think the problem is two fold. First - the combat became everything and majority of content in every RPG (and most other games) because its a seemingly easy way to emotionally hook the players and increase or pad the overall amount of content.
Second - because all of that combat is lethal. It may seem like a good idea at first as something to increase the emotional investment in players but that quickly wears off. Because of overblown amounts of combat encounters that then must turn into trash mobs and because of the very nature of games which have save/load systems.
Again, all this fits for some types of RPGs. Hack and slash, adventure/action RPGs, especially those with real time combat are a great fit.
But True cRPGs which rely on character abilities (skills, attributes, perks, traits and so on) more then the twitch player skills and aim for increased tactical puzzles in combat design and options and C&C in the quests and the story benefit from less combat encounters that are individually handmade or designed. Would Fallouts played any worse if they didnt have all those trash mobs and endless random encounters? Or would the whole world-setting-story benefited from it?
The problem with lethality of combat is that it robs you of any other options. Because thats the only option. Kill or be killed and reload to do it again.
That also affects the story, quest resolutions and narrative negatively - and the very core of RPG design. No matter with which build class or type of character you are playing with - all you get to do is kill enemies all the same.
Stealth characters kill, mages and wizards kill, druids kill even fucking bards kill.
And every death is practically worthless and cant have any big impact in the world - which also has an additional consequence of you playing a hero who is effectively a genocidal maniac. But still good! err... because!
But if you would start with non lethal combat in mind the things completely change. In that case any single death can have big impact and importance in the story and individual quests or quests chains.
That affects options in choice and consequence department very positively. In gameplay and in the story-narrative. Since they are or at least should be one thing.
If you do that - then each decision (or atleast some of them) inside a combat encounter can have influence on the narrative and its flow which would then have influence on further gameplay and combat encounters and all that will be naturally understandable to every player.
This approach naturally also requires no trash mob encounters and handmade design of encounters in the game - which naturally lends itself into connecting those with the story.
I had, or still have an idea for a game and thats how i would design it from the get go. Combat would be non lethal, you would have a lot of options in that combat (mandatory groin shots galore), enemies would sometimes surrender, sometimes not and how you react to that would count for many things. You would have an option to kill but consequences of that would be drastic in various ways, just like they are in reality. In a few places you would have options to try and hide your trail, turn blame on others or bribe your way out, (doesnt mean you would automatically succeed in any of that), but in most places you would suffer the consequences of being a killer.
And i would add a quest where you are falsely accused of killing too. All of that would be very fitting for the setting i have in mind but thats a long story.
Point is all those options and more become possible when the combat is non lethal and constrained.
Of course you can mix that approach with the current usual design. There was and there is more and more RPGs where here and there you have an option not to kill to solve a quest. Its nice, right?
And thats exactly what cRPGs should provide. Options.