Weaknesses - The very philosophy of adding a pause to a RT system is akin to whittling away the corners of a square peg so it fits in a round hole. It addresses the problem of difficulty interfacing in RT, but doesn't get to the root of the problem. In taking away a reliance on player dexterity, a challenge that is vital to RT systems is now gone.
In order to effectively compensate for this, there needs to be a challenge in the tactical play, however, that too is compromised by the inability to effectively utilise terrain and cover, or attack while moving, which greatly limits many actions that would commonly take place within a real world tactical simulation.
Also the nature of pausing to issue orders and then watching those orders get carried out seems entirely too passive
while on the flipside of the coin, you are constantly pausing which serves to eliminate most of the advantages of a RT system.
Myths
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"RT with pause has just as much underlying complexity as TB" - Sure, if both systems are exceedingly simple. TB permits the integration of many more features, and has less limiting factors. While RT systems with or without pause have many limitations imposed by their very nature, TB is limited only by the ability to maintain player interest.
"RT with pause is better because the player has control of it's pacing" - The player does get to control the pace of the combat, however the players ability to effectively judge and weigh up their own actions against those of their opponent is no longer carefully measured.
If a similar system were introduced to the another essential RPG element that relies on discrete progression, ie levelling, the whole game would be worse off for it. If the player were able to develop their character at any time, without any measurement of level, the character system would seem diluted, and the reward/achievement of reaching the next level has gone by the wayside.
There's no reason to view combat any differently. Surviving to the next turn can be an achievement in a difficult encounter, and most players derive a great deal of satisfaction from the knowledge that that all important next step of the way has been taken.
Proper codex content should be more in-depth than this, it just glosses over the systems and focuses on secondary stuff like the setting, C&C and what not. About systems, VD is just vague (ITZ GREAT) and Grunker repeats the blurb at the back of the box, calling the game balanced and full of viable non-trap choices which is some intense bullshit specially if you consider they played the game back in march/early aprilNow that said VD/grunker did a damn good review there, thats what codex content should be.
Interesting review. Let the shills be butthurt, now.
*grabs popcorn and sits back*
review said:Quests have multiple solutions and occasional consequences but the premise is often idiotic or downright leftist.
Or someone could just read the first review for the in-depth information
And had to rejoin the Codex, apparently.Had to walk around the apartment a bit after reading that
in before brazilian butthurt
I wouldn't know, but here are the facts as I see them:I believe it was nothing but a bridge to last until the next publishers' payment/contract.I would point out the 4 million dollars was an opportunity to get ahead and save something for the future, provided they have other work going on at the same time.
That doesn't make sense even from the perspective of a greedy capitalist, though. Everybody will tell you, developing your own IP is key to survival, independence and growth. IP, IP, IP.
- Obsidian is on the verge of layoffs; they start a KS (the effort isn't there at first) and get 4 mil
- Feargus stated in the past that Obsidian's burn rate was a mil a month, so the money they got was good for 4-8 months not 2.5 years.
- Instead of pouring all their effort into this new IP as we all hoped, they work on something else. If there is one thing Obsidian always did well it's the dialogues and unique settings/twists of familiar settings. I'm truly surprised that they fucked it up so badly. The only logical explanation is that this game was never their priority.
- I don't know what Obsidian's average contract is these days but if it's 15-25 mil, for argument's sake, it's easy to see why a 4 mil game wouldn't be at the top of their list. InXile is smaller and faster and can take advantage of KS and live off it for the next 20 years. Obsidian is too heavy and too publisher-oriented.
- Avellon left Obsidian for a reason.
- Obsidian is on the verge of layoffs; they start a KS (the effort isn't there at first) and get 4 mil
- Feargus stated in the past that Obsidian's burn rate was a mil a month, so the money they got was good for 4-8 months not 2.5 years.
- Instead of pouring all their effort into this new IP as we all hoped, they work on something else. If there is one thing Obsidian always did well it's the dialogues and unique settings/twists of familiar settings. I'm truly surprised that they fucked it up so badly. The only logical explanation is that this game was never their priority.
- I don't know what Obsidian's average contract is these days but if it's 15-25 mil, for argument's sake, it's easy to see why a 4 mil game wouldn't be at the top of their list. InXile is smaller and faster and can take advantage of KS and live off it for the next 20 years. Obsidian is too heavy and too publisher-oriented.
- Avellon left Obsidian for a reason.
- Avellone left Obsidian for a reason.
Considering MCA and Zeits aren't at obsidian anymore, they'll never make another Mask of the Betrayer. you're in for more boring generic Hŵrpa dŵrp with sawyerian banalshitboring combat and copypasted encounters that provide no interesting challenge. And more of that "deep and rewarding" keep upgrade gameplay judging from the E3 trailer. Because the keep was apparently the best part of PoE.Really? I can't always tell when you're fucking with people, so I assume you're always fucking with people just to be on the safe side.
Considering MCA and Zeits aren't at obsidian anymore, they'll never make another Mask of the Betrayer.Really? I can't always tell when you're fucking with people, so I assume you're always fucking with people just to be on the safe side.
Eric seems like a cool dude. Recently, there was discussion about something else I liked that he was accredited for. Can't remember what... (edit: something to do with Mask of the Betrayer)
Glad to have him on PoE in any case.
Eric is terrific. On MotB, he was the designer for the Ashenwood and Thaymount modules. He also designed how spirit-eating worked, so if you liked that mechanic, he's the biggest reason why. (Those who disliked the whole spirit-eater element of the gameplay should aim their barbs at me, however.)
It's not samey at all though. Classes feel very distinct.Roxor's review is better and more in depth. This one is a bit disjunctioned. No Great Secret from Grunker as why system actually sucks while we are all wrong - it's flat, it's samy, the criticisms are actually very close to what Spoony said in his old videos about 4th edition D&D.
Still a nice read.
I don't have much hope in this regard, honestly. They aren't that stupid, they know what system they have. VD's review is spot on, this is a game made to sell, to be familiar and accessible, where people can't fail. The biggest difference in PotD is that you are required to adapt and respond to what's going on or you will wipe & have to reload. And that is bad - too bad for Obsidian's intended audience. So they intentionally watered the game's combat until nothing mattered.My main concern ATM is that nobody has given Obsidian the message that they're onto something with PotD, as felipepepe discovered, and that the game needs to be more like that.
RPG Watch: The Codex seems to be facinated by Pillars of Eternity. After Darth Roxor and Decado a third one is now released. This time Vault Dweller and Grunker analyze the game
Well the thing is that easy and normal will always be watered down, but maybe hard can get some of the stuff PotD had. I know I expected hard to be the intended way to play with the others being watered down compared to it and PotD being some special mode I probably wouldn't care about.I don't have much hope in this regard, honestly. They aren't that stupid, they know what system they have. VD's review is spot on, this is a game made to sell, to be familiar and accessible, where people can't fail. The biggest difference in PotD is that you are required to adapt and respond to what's going on or you will wipe & have to reload. And that is bad - too bad for Obsidian's intended audience. So they intentionally watered the game's combat until nothing mattered.
When fighting Ghouls in PotD, I had to spread my characters to avoid the enemies' poisonous vomit attack, as it would severely wound everyone. That's as basic as you can get, even MMOs now consider things like "don't stand in the fire" to be basic player knowledge, yet Obsidian didn't allow players in their old-school RPG to experience that. Stay in or out of the hazard, it barely matters, you'll win anyway. At most you'll lose one or two party menders, but they'll be back in full health after the battle is over.
As result, PoE has a 90 metascore, very positive reviews on Steam and people like SuperBunnyHop calling it all kinds of awesome, praising the "tactical combat". Do you really think their priority now is making the game harder and more demanding?
What's left is to be happy that we at least got the PotD difficulty, which shows that someone out there still think of thechildrengrognards. But I doubt we'll ever got more than that.