Why it is bad - the same way jumping puzzles in dungeon cralwers are bad. This is not a mario game for god's sake.
That's your perspective. Mine is they belong. Do dungeons not have any vertical Z space? Last I looked real life dungeon crawling (caving) requires lots of platforming and scaling walls. Platforming is fun.
This gimmick relies solely on the precision of the mouse movements instead of being a mix of player skill and your stats (or so i remember it in Arx... maybe im wrong ?)
As does the game's many puzzles rely solely on player skill as opposed to stats.
Games like Ultima Underworld and Arx Fatalis crossed boundaries. It's what makes them great. Traditionally dungeon crawlers are grid-based movement blobbers. These on the other hand are a whole other ball game, a far more complex one.
. I could think of an alternative system where you get more slots to "stash"/pre-cast spells as you "learn magic" and your stats go up = you get better in magic and you rely less on casting spells at the last moment. That would make sense to me. Say start with 1 or 2 and get to a half dozen eventually. Give me something, just not a pure action/precision/reflex mechanic.
3 pre-casted spells is a reasonable number, and is "something". It was intentional that you had to cast in battle and couldn't stock a dozen pre-made spells.
The game
is in-part inherently real-time/action/reflex. The game doesn't even pause when you access the inventory for example, so in combat accessing the inventory to grab what you need without getting killed is solely a matter of player skill. It's pretty obvious you are another that dislikes action games. That's fine, but your tastes doesn't make these aspects of the game bad.
You say it helps in immersion and thats ok but this is very subjective. I think the exact opposite. This was the part of the game that annoyed me and if anything destroyed the immersion for me.
That's always a possibility, yes. Immersion is intrinsically tied to the player's level on enjoyment in games. It was designed to be immersive though and for me it works.
Also i laughed at using the word "realistic" seriously in this context. i mean i understand what you are trying to say but it was a bit funny anyway...
Fantasy blended with pedantically-realistic rules is what Arx is.
Good game otherwise, i don't like this sub-gen re much but Arx i almost liked, enjoyed it until the magic system (the gimmick part of it) annoyed me enough to stop playing. Well, maybe i just don't "get it", maybe first person, single character, real time crawlers are really not my cup of tea but Arx was really close... <sad> Otoh I like first person party based crawlers (blobbers), some of them at least.
gimmick
ˈɡɪmɪk/
noun
- a trick or device intended to attract attention, publicity, or trade.
Whilst it is a standout, marketable feature in Arx it actually turns a lot of people away. Old guard RPG dinosaurs such as yourself that don't believe RPGs should aspire to be more complex than they are
Well, here is the difference then. If you think purely reflex/action elements like jumping - without any influence from character stats have place in rpg games then we are in disagreement. And that's ok. Platforming can be fun, no disagreement here - but in a platformer game imo.
You give an argument that puzzles are also not stats-driven. And this one is actually a valid argument. In most parts they arent. Two things come to mind here. First, that was usually the case even in crpg without action-ey elements - intellectual challenges were usually player skill-based only. A traiditon if you wish. Personally i don't think a good one. I do believe that those puzzles that are directy tied to game mechanics, the ones that use stats in some way are actually better than the purely logical ones that don't. Again a matter of perspective and expectations i guess. Part of crpg identity is that it is a "stats-driven game". And no i don't want to start another retarded argument on definition. For me it just is and it is one of the most important part of what makes a crpg a crpg. Even one with action(ey) elements. Once again, probably a difference in perspective but this is ok. We can't all like the same things.
What i dont understant and don't think is ok with your answer is that you claim that Arx Fatalis or Ultima Underworld genre is inherently more complex (you even suggest - better i believe) than grid-based blobber dungeon crawlers. There are some seriously complex blobbers out there you know. And i can imagine a bad first person/real time crawler. In fact i believe there are some of those in existence but i'm not a specialist on the subgenre. It is just that Arx and UU games are the best in their subgenre (and in what it tries to do), you can only compare them to the best of best of blobbers to be fair.
Also you say that their quality comes from crossing some boundaries, is what makes them great. Again i don't see it. What boundaries. If you mean between action games and crpg - many games tried to do it, some with poor results (later Bethesda ehmm... works), some with better (say maybe DS series or Gothics) but again there is nothing that makes games that blend genres inherently better or worse than "pure" non-hybrid ones. You just personally like those blends - thats all there is to it and you made no argumenrt to back your claims - because there isn't one to make a part from "mixing genres is good". Doesn't cut it, sorry.
3 pre-casted spells is a reasonable number, and is "something". It was intentional that you had to cast in battle and couldn't stock a dozen pre-made spells.
The game is in-part inherently real-time/action/reflex. The game doesn't even pause when you access the inventory for example, so in combat accessing the inventory to grab what you need without getting killed is solely a matter of player skill. It's pretty obvious you are another that dislikes action games. That's fine, but your tastes doesn't make these aspects of the game bad
I haven't said "a dozen" and and i said only if you concentrated purely on the magic side of things (thus only for pure magic "build") and at that not from the beginning. This is besides the point, implementation is not as important, the principle is. Also, you do see that 3 is just an arbitrary number - completely cut off from the rest of the character system (stats) - yes, i do believe it isn't an optimum design in a crpg.
No i don't dislike action games per se. Pure action games can be cool. I used to play them in the past. In the last few years not so much but i still ocasionally do and can enjoy them.
I don't even dislike all action crpgs. I already wrote which ones i think did a good blend of crpg and actioney elements in my opinion (i still havent' played Gothics much but from little i played their approach to action/rpg blend is sound imo. As is DS1).
My taste is just my tase of curse. However, adding pure action/reflex elements completely detached from the stats system in a crpg game (even an "action" one) does make it... a questionable design imho. That doesn't mean the game as a whole is bad. Again it is a matter of perspective but i think that if you are to blend 2 genres/systems you should do it in a more organic level. Not just make aribtrary parts of game purely action/reflex based.
Well i might be talking rubbish and i admit possibly just my dislike of most (but not all) action/rpg hybrids clouded my judgement. Still i am positive that there are people here on Codex do play action-rpg and at the same time do hate things like jumping puzzles. So im not completely alone in this.
Anyway, enjoy your Arx. it IS a fantastic game on many levels. Level design, atmosphere, hell even graphics if you ask me are all great. Is the gameplay ? Well as i said... i'd love to like it more to be able to enjoy the other parts.
Edit: i don't need a definition of gimmick, thank you. We are not in disagreement on the definition of the word. Can using mouse movements to "cast" spells be called a gimmick or not is the question. I maintain my opinion that it feels like one. It is possible that it wasn't deigned as such but it still feels to me as a gimmick. Let's say there is a subjective gimmicky quality to it.
This is part where we should just agree to disagree - don't you agree ?
And again what is that with you and "complexity" and trying to - not sure what are you actually trying to achieve - calling someone a "dinosaur". Assuming i am one - how is this relevant to anything ? Or are you just trying to sound a tiny little bit asshole-ish ?
There is nothing complex or innovative in merging action and crpg, it was made years before Arx Fatalis came out. Hell even before UU1 came out. There is nothing innovative per se in merging two genres at all - the results can sometimes be innovative but there isn't any guarantee. There isn't any intrinsic value (or complexity - LOL) in itself in merging of two genres. If it were then i we would be drowned today with dozens of great and innovative: action-cyoa, hentai-managers and pixel hunting based 4X games...