The problem with turn based is that it can break up the flow of the game. It is a very artificial solution, which can break the immersion.
What they really want is a visual novel
Maybe the best way to please everyone is implementing Quantic Dream-style QTE combat?QTE optional, plz.
Maybe the best way to please everyone is implementing Quantic Dream-style QTE combat?QTE optional, plz.
The immersion thing amazes me... it is an odd argument. Especially because RTwP does involve a LOT of pause. That also breaks the immersion.
you forgot goldbox!I fail to see the reason in your argument Eli. All the classic western RPG like Baldur's Gate, Planescape Torment etc were all games that opened up for some tactics. I don't see how turn based combat would mean more tactics.
Now compare those games to ToEE, JA2, FFT, which were TB and allowed even more tactics. Then maybe you will see, hmm?
true, there's not enough tentacles in TTON... there's never enough tentacles...
The immersion thing amazes me... it is an odd argument. Especially because RTwP does involve a LOT of pause. That also breaks the immersion.
What breaks my immersion about real time with pause is telling my guys to do one thing and then being horrified when they interpret that as an excuse to wander off in some direction I didn't tell them to go. I never have problems with path-finding in turn-based games.
Tags: InXile Entertainment; Torment: Tides of Numenera
Today's Torment: Tides of Numenera Kickstarter update is uncharacteristically short and simple, so I'll keep this introduction simple too. For the moment of truth is now upon us:
Over the last couple weeks, we’ve been reading all of your commentary and ideas regarding combat. Many good points and suggestions, and mostly civil discourse. Thanks to all who have engaged in the discussion so far!Go to it, Codex. It's time to stand up and be counted.
And now... It is time! Only backers can place a vote. (If you haven’t already and you’d like your voice heard, please register with us to gain access to the backer-only UserVoice forum.) Feel free to also continue to submit comments and ideas to the combat discussion forum. Please remember that this vote is advisory only. Above all, please remember that our goal is to provide the best possible experience for the game, and if the final decision is not your preferred choice, we ask you trust our ability to deliver a solid game.
For more context about what this is about, please see Update 24, where we describe what Turn-Based and Real-Time with Pause might each mean for Torment. We’ll close the voting in December.
QTE optional, plz.
as you wish
Ryse is Crytek's Roman gorefest where the might of the empire hacks and slashes its enemies into bloodied stumps. There's one issue though - QTEs - and how apparently you can't even fail them.
Well, you can 'fail' the QTE but the kill still happens regardless. Why? Crytek say it's because the combat system is "designed to be accessible to a wide variety" of gamers.
But maybe the real time gameplay doesn't "flow" or isn't intended to "flow". Is "flow" mentioned in the design document? Is there a timer I can use to find out what the "flow" is? These are rhetorical questions, btw. This is what I meant before when I stated that people don't actually think about the terms and concepts they use. Personally I don't think the term applies to a video game such as this, where tasks constantly change without any predefined and regular tempo. You might be in dialogue for one minute, then walking to a new area for 3, then solving a puzzle for 2, talking again for 5, another puzzle 3, walking for 1 1/2, and so on.It's the pace and granularity at which things happen; to my understanding (in this language). And people mostly refer to the transition from real time regular gameplay to TB combat where everything halts. But - during combat, arguments which I've also seen - I don't understand how RTwP is supposed to have it better since the pausing is usually much more irregular than the turns and actions in TB.
Dont you know? TB breaks the flow of a RT or RTwP game. Duh.Hey, can someone tell me what "flow" is supposed to be, in the context of a video game? Because TB combat seems to break this for some people. Is there a device or formula to measure this "flow."
Going Tb only makes sense in combat heavy games and true PsT fans played it only for the story.
Not to mention enemies just standing there while you whack them and they cannot even run away or move. Because like, its not their turn.
honestly, i cant even figure out why would someone even invent such a thing, not alone play it... but its probably because in old times computers couldnt produce realism fidelity like today.
and RTwP is so much more realistic
obviously, so i can play the way i want in a much more tactical way.