Lots of older RPGs too - Realms of Arkania, Uukrul. Harder to do in modern 3D though.I like solution from Total Wars - if battle is trash, just auto-resolve it. Program should calculate amount of resources/HPs you would loose.
IIRC Jagged Alliance 2 had this.
This question is similar to "would you fuck a very ugly and obese girl, or just simply jerk off"
Sort of, yes. It still relied on (easy) dialog checks a bit too much for my taste.sounds like dragonfall reallyFor years, I have longed for an RPG with no combat. Having played one (The Council) and dipped my toes in two more (Disco and Titan Outpost), I now think that the old formula of RPG with avoidable combat is vastly superior. First, combat avoidance, be it through stealth, finding alternative routes, or alternative ways to take the enemies out, is a gameplay mechanic - unlike clicking through dialog choices. Second, it allows for "soft failure" where if your non-combat strategy failed, you can still try to win the combat.
Combat itself in this case can be as trash as they go for all I care. QfG-likes generally don't have very good combat, but still are great games.
If devs can't design interesting combats, they should not waste our time with lame games.
The problem with dialogue is that it isn't abstracted, if you abstracted it like combat is then RPGs wouldn't turn into VNs when you removed the combat and you could still have the same depth and fun.First, combat avoidance, be it through stealth, finding alternative routes, or alternative ways to take the enemies out, is a gameplay mechanic - unlike clicking through dialog choices. Second, it allows for "soft failure" where if your non-combat strategy failed, you can still try to win the combat.
Games don't need to have combat to be non-lame y'know.If devs can't design interesting combats, they should not waste our time with lame games.
ftfy
The problem with dialogue is that it isn't abstracted, if you abstracted it like combat is then RPGs wouldn't turn into VNs when you removed the combat and you could still have the same depth and fun.First, combat avoidance, be it through stealth, finding alternative routes, or alternative ways to take the enemies out, is a gameplay mechanic - unlike clicking through dialog choices. Second, it allows for "soft failure" where if your non-combat strategy failed, you can still try to win the combat.
All said and done I'd rather play a straight up VN than a VN with terrible combat attached that is just there to be filler. Most games don't do the sim thing where you are completely free to approach objectives however you like anyway, they are mostly about DPS and killing things efficiently.
Games don't need to have combat to be non-lame y'know.If devs can't design interesting combats, they should not waste our time with lame games.
ftfy
The problem is how to do that in a way that won't end up mechanically identical to combat and thus just combat by another name.The problem with dialogue is that it isn't abstracted, if you abstracted it like combat is then RPGs wouldn't turn into VNs when you removed the combat and you could still have the same depth and fun.
What's wrong with combat by another name? By virtue of what it is about it would by necessity be somewhat different, even if many of the core mechanics would be similar. Don't you think it's worth exploring?The problem is how to do that in a way that won't end up mechanically identical to combat and thus just combat by another name.The problem with dialogue is that it isn't abstracted, if you abstracted it like combat is then RPGs wouldn't turn into VNs when you removed the combat and you could still have the same depth and fun.
Which one doesn't have dragon shouts?Aren't talking about RPGs?
I'd rather jerk off to hentai too as opposed to playing Planescape Torment, which by the way has no dragon shouts!
I would like to understand codex stance on mediocre combat experience
This does beg the question if level scaling is okay though. It's easy to get OP if it isn't there, making combat a joke, but otoh if enemies get better as you do then what is the point? If you make an efficient and good character doesn't all combat then become trash if it isn't super hard?The question is identical to, would you eat shit or rather go hungry. I would go hungry.
Trash combat or more accurately Trash encounters are just bad, they add nothing whatsoever. The common argument in their defence is that trash combat helps the player feel how powerful they have become. That is a terrible argument simply because I do not need to eradicate rats to prove that my numbers have gone up or if I have more abilities. To prove that all I need to do is to use them against a challenging opponent that is present for a thematic reason in a given area.
Nothing wrong, but "RPG with reskinned combat" isn't the same as "RPG with no combat". The whole point of non-combat gameplay is that it plays differently from combat.What's wrong with combat by another name? By virtue of what it is about it would by necessity be somewhat different, even if many of the core mechanics would be similar. Don't you think it's worth exploring?The problem is how to do that in a way that won't end up mechanically identical to combat and thus just combat by another name.The problem with dialogue is that it isn't abstracted, if you abstracted it like combat is then RPGs wouldn't turn into VNs when you removed the combat and you could still have the same depth and fun.
It would be different, just not totally so. If anything there are much more different states you could achieve rather than the binary kill or be killed thingy in combat-centric games for example. The approach to winning over enemies would also differ, you wouldn't have the warrior-mage-thief trio but other and very different approaches, different archetypes, different mechanics, even if you basically use dice-rolls to solve different things you attempt and achieve synergies between stuff just as in combat. I'm not sure if anyone has actually tried that in an RPG, so I don't know exactly what that would look like.Nothing wrong, but "RPG with reskinned combat" isn't the same as "RPG with no combat". The whole point of non-combat gameplay is that it plays differently from combat.What's wrong with combat by another name? By virtue of what it is about it would by necessity be somewhat different, even if many of the core mechanics would be similar. Don't you think it's worth exploring?The problem is how to do that in a way that won't end up mechanically identical to combat and thus just combat by another name.The problem with dialogue is that it isn't abstracted, if you abstracted it like combat is then RPGs wouldn't turn into VNs when you removed the combat and you could still have the same depth and fun.
Just look at matrix hacking in, well, most cyberpunk games - Shadowrun or StarCrawlers. SR:HongKong even tries to make it different from its regular combat by adding real-time stealth element. Still isn't as different as e.g. stealth in Deus Ex or solving puzzles as a magic user in Quest for Glory. Not fundamentally different.It would be different, just not totally so. If anything there are much more different states you could achieve rather than the binary kill or be killed thingy in combat-centric games for example. The approach to winning over enemies would also differ, you wouldn't have the warrior-mage-thief trio but other and very different approaches, different archetypes, different mechanics, even if you basically use dice-rolls to solve different things you attempt and achieve synergies between stuff just as in combat. I'm not sure if anyone has actually tried that in an RPG, so I don't know exactly what that would look like.Nothing wrong, but "RPG with reskinned combat" isn't the same as "RPG with no combat". The whole point of non-combat gameplay is that it plays differently from combat.What's wrong with combat by another name? By virtue of what it is about it would by necessity be somewhat different, even if many of the core mechanics would be similar. Don't you think it's worth exploring?The problem is how to do that in a way that won't end up mechanically identical to combat and thus just combat by another name.The problem with dialogue is that it isn't abstracted, if you abstracted it like combat is then RPGs wouldn't turn into VNs when you removed the combat and you could still have the same depth and fun.
- For its compositional structure and style;It's like a book having a bad story, why am I reading it?