J1M
Arcane
- Joined
- May 14, 2008
- Messages
- 14,745
I've been wondering this recently. As much as I enjoy RPGs with tactical movement and control of my characters, I rarely find the encounter design to support it.
Usually, you just have to figure out how to use your party of about 6 characters one way and that will let you sail through 95% of the game's combat. This is boring and time consuming, as many have noted in Expeditions: Cortez.
The promise of tactical combat is that the player will need to make some interesting choices during the battle. This happens so rarely that I'd almost consider it against most game designer's intentions.
So, as the title says, what is the point? Why should we care about any combat system, especially a turn-based one, that is essentially a task in micromanagement and baby-sitting?
I'd love to see a tactics game primarily designed around the feature of allowing players to write scripts for their characters. Certainly allow the player to intervene, but when a 4-line script that remains unchanged for 90% of combat shows up on the lead designer's desk it might push encounter design to a priority.
Usually, you just have to figure out how to use your party of about 6 characters one way and that will let you sail through 95% of the game's combat. This is boring and time consuming, as many have noted in Expeditions: Cortez.
The promise of tactical combat is that the player will need to make some interesting choices during the battle. This happens so rarely that I'd almost consider it against most game designer's intentions.
So, as the title says, what is the point? Why should we care about any combat system, especially a turn-based one, that is essentially a task in micromanagement and baby-sitting?
I'd love to see a tactics game primarily designed around the feature of allowing players to write scripts for their characters. Certainly allow the player to intervene, but when a 4-line script that remains unchanged for 90% of combat shows up on the lead designer's desk it might push encounter design to a priority.