Gondolin
Arcane
its many equally passionate female supporters, myself included.
You sure it's a guy?
its many equally passionate female supporters, myself included.
its many equally passionate female supporters, myself included.
You sure it's a guy?
Voted for turn based. I cannot believe the vote is that close. WTF?
i vote dumbass, it's hard to fake that kind of stupidityTroll or a dumbass. That is the question.
I like slurm better.Sorry I don't just drink the green koolaid.
I'll go rethink my life.
I hope they choose an arcanum combat style so we all lose. At the end of the day I don't care which they choose. Anyone saying neither system can be good lacks imagination, and if it's shit it'll be due to the design talent at inxile. The great temporal debate is a lie. I do want to say a couple of the advantages listed on the TB side that inxile lists should be none of our fucking concern without concrete examples of how they benefit us, and even inxile clearly wants TB. Fine by me as long as the game isn't artificially extended with Fucking Hordes of Trash Mobs™.
Never have I ever seen such an argument with the power to silence the internet.Sorry I don't just drink the green koolaid with my rose-tinted glasses. I'll go rethink my life.
I'm like RTwP more than most in the Codex, in fact i don't prefer TB on principle as many do here. And yet, i disagree with what you wrote. What inXile wrote is spot on. RTwP strength are others.Alright Bro. I'll give you my reasons against my better judgement. I'm just reluctant to use energy attempting serious debate when I feel like the codex has always been a place where it's better to immediately assume superiority. So to start I suppose I better discuss InXile's viewpoint, so straight from the horses mouth:
The primary advantages we see in TB are:
- Combat is more thoughtful, even under intense pressure.
You can pause time anytime you like with RTwP and think about it all you want. What exactly do they even mean by this? How would determining how to react in a sequence of events be anymore thoughtful than accounting for simultaneous action of any actors? Is there some sort of metric for thoughtfulness that they've used to determine this absolutely?
- It allows greater depth of choice: you have time to explore all your options, so we can include more options, and more complicated options, without overwhelming the player.
Again this is bullshit. YOU"LL HAVE TIME???? Guess the pause doesn't mean anything again. What are they even assuming by this? "Oh fuck having the ability to pause and consider my actions at anytime would be just way too complicated and over my head. Thank goodness they've gone with turn-based so I wasn't limited on my options because whoowie if I had to pause and consider the same number of options I'd just have to sit and cry in a puddle of my own urine."
Look I really am for either system, but I don't think those criticisms above hold up for why TB is superior. I really think that deciding when to pause in simultaneous combat or have TB should not be the limiting factor in what sort of strategical gameplay can arise. Maybe the interfaces of past games have made TB much more amenable to doing so (ToEE radial menu being debatable), but as someone admittedly without the know-how to make games myself (like almost every game critic) I still think it's feasible to have a game with an easy to navigate UI allowing easy access to a depth of character actions and very responsive and competent AI that can all function just as well in a RTwP environment. Isn't it all just turn-based under the hood anyway?
In turn based you have to take in account what your opponent will do on his turn since you are unable to react until it is finished. in RTwP, you are able to react immediately to anything that happens.- Combat is more thoughtful, even under intense pressure.
You can pause time anytime you like with RTwP and think about it all you want. What exactly do they even mean by this? How would determining how to react in a sequence of events be anymore thoughtful than accounting for simultaneous action of any actors? Is there some sort of metric for thoughtfulness that they've used to determine this absolutely?
I'm like RTwP more than most in the Codex, in fact i don't prefer TB on principle as many do here. And yet, i disagree with what you wrote. What inXile wrote is spot on. RTwP strength are others.
Read again what you wrote. The only way for RTwP to come close to TB is to literary pause every other second. That's the main reason many Codexers hated IE combat. Because they played it in the way you propose, trying to mimic TB gameplay as much as possible. Quess what? RTwP is unfun played that way, and it's no surprising. It turns into poor man's TB. If you want to play it that way, go TB from the start.
I think that's a fair description of the different experiences, but I don't see a 1:1 connection between those observations and a lack of thoughtfulness or wealth of choice in either of those two options.I'd say it's is about the wealth of options with the requirement for precise execution of every action because you are in full control over your characters; you are not just adjusting the parameters of an ongoing situation or putting some grease to the cogs every now and then, you need to account for every step (literally).
Again this is a difference, but I just am not convinced that one or the other requires more "thoughtfulness". I think them saying it allows more thoughtful action is a bit abstract.In turn based you have to take in account what your opponent will do on his turn since you are unable to react until it is finished. in RTwP, you are able to react immediately to anything that happens.
That's exactly the word I would use to describe a game that is more about planning than reacting.Again this is a difference, but I just am not convinced that one or the other requires more "thoughtfulness". I think them saying it allows more thoughtful action is a bit abstract.In turn based you have to take in account what your opponent will do on his turn since you are unable to react until it is finished. in RTwP, you are able to react immediately to anything that happens.
Of course it was fun. I love IE combat. Even PS:T's wasn't so bas as most people making it sound. But i didn't paused every second, nor did i tried to reproduse TB tactical level for a RTwP game.And yet excluding planescape I would disagree on whether the combat was fun. I think it was appropriate for the encounter designs because for most of the IE games my level of micromanagement was tuned to the difficultly of the encounter.
Definently true.I would argue that turn-based would not have been as fun for any of the BG or IWD titles because of the trash mobs.
IE combat was great, as long as it was treated as RTwP. It became "poor man's TB" only if the player came with a TB mentality, pausing every second to control every single action.Maybe past iterations of RTwP have been "poor man's TB", but that doesn't mean it can't be achieved with the same sense of tactical depth and reactivity now.
That's exactly the word I would use to describe a game that is more about planning than reacting.Again this is a difference, but I just am not convinced that one or the other requires more "thoughtfulness". I think them saying it allows more thoughtful action is a bit abstract.In turn based you have to take in account what your opponent will do on his turn since you are unable to react until it is finished. in RTwP, you are able to react immediately to anything that happens.
In turn based you have to take in account what your opponent will do on his turn since you are unable to react until it is finished. in RTwP, you are able to react immediately to anything that happens.
Alright Bro.
Anyone saying neither system can be good lacks imagination
In turn based you have to take in account what your opponent will do on his turn since you are unable to react until it is finished. in RTwP, you are able to react immediately to anything that happens.
turnAlright Bro.
Bro, I don't know about what you just wrote, but I want to hear your thoughts on how to make either of the systems good. See, you said:
Anyone saying neither system can be good lacks imagination
Surely, that means that with this imagination thing you're talking about anything can be good, no? Please, share with us your imagination.
Until then, let's just file it under "think positive", huh?