Fairfax
Arcane
- Joined
- Jun 17, 2015
- Messages
- 3,518
RPGCodex Top 10 CRPGs:
+Arcanum (RTwP or TB)
- 2 RTwP
- 4 Action-based
- 3 Turn-based
Top 30 (including the optional systems):
40% Turn-based
- 12 Action-based
- 9 RTwP
- 12 Turn-based
RPGCodex Top 10 CRPGs:
+Arcanum (RTwP or TB)
- 2 RTwP
- 4 Action-based
- 3 Turn-based
Top 30 (including the optional systems):
40% Turn-based
- 12 Action-based
- 9 RTwP
- 12 Turn-based
lmao are you trying to make a point or something?RPGCodex Top 10 CRPGs:
+Arcanum (RTwP or TB)
- 2 RTwP
- 4 Action-based
- 3 Turn-based
Top 30 (including the optional systems):
40% Turn-based
- 12 Action-based
- 9 RTwP
- 12 Turn-based
My overall impression from interviews has been that PoE was the "hardcore RPG" from Obsidian and Tyranny will be the "light" RPG, directed towards broader audiences.
1. Don't forget they have Paradox to please.
2. don't forget that it's not Sawyer in the lead.
This is the only hard info we have right now.
Fair enough, but If TB is so inherently superior, why aren't more of them in the top 30?lmao are you trying to make a point or something?RPGCodex Top 10 CRPGs:
+Arcanum (RTwP or TB)
- 2 RTwP
- 4 Action-based
- 3 Turn-based
Top 30 (including the optional systems):
40% Turn-based
- 12 Action-based
- 9 RTwP
- 12 Turn-based
Those games are favourites despite RTWP, not because of it.
They're being upfront about its design right off the bat. Big difference compared to PoE.My overall impression from interviews has been that PoE was the "hardcore RPG" from Obsidian and Tyranny will be the "light" RPG, directed towards broader audiences.
1. Don't forget they have Paradox to please.
2. don't forget that it's not Sawyer in the lead.
This is the only hard info we have right now.
According to the law of ironic game design, the game that was not meant to be hardcore will end up being more satisfying for us grogs than Sawyer's funfest.
Yes, they are being upfront that they are "reaching out to a broader audience". The word "streamlining" was also used. The rest is wishful thinking, for now. You know what it means when a developer not only doesn't deny but confirms those two things.Fair enough, but If TB is so inherently superior, why aren't more of them in the top 30?lmao are you trying to make a point or something?RPGCodex Top 10 CRPGs:
+Arcanum (RTwP or TB)
- 2 RTwP
- 4 Action-based
- 3 Turn-based
Top 30 (including the optional systems):
40% Turn-based
- 12 Action-based
- 9 RTwP
- 12 Turn-based
Those games are favourites despite RTWP, not because of it.
And if RTwP was inherently "very bad", surely it would've ruined some of the combat-heavy games that made it to the list?
I don't doubt the vast majority of the Codex prefers turn-based combat. However, I'd be interested in a properly formulated explanation as to why RTwP is inherently shit, as is often said here.
They're being upfront about its design right off the bat. Big difference compared to PoE.My overall impression from interviews has been that PoE was the "hardcore RPG" from Obsidian and Tyranny will be the "light" RPG, directed towards broader audiences.
1. Don't forget they have Paradox to please.
2. don't forget that it's not Sawyer in the lead.
This is the only hard info we have right now.
According to the law of ironic game design, the game that was not meant to be hardcore will end up being more satisfying for us grogs than Sawyer's funfest.
Because the structure of combat resolution is just one aspect of RPGs.Fair enough, but If TB is so inherently superior, why aren't more of them in the top 30?
Those games simply manage to compensate through good systems and encounter design. Or have combat so shitty it doesn't really matter how it's resolved.And if RTwP was inherently "very bad", surely it would've ruined some of the combat-heavy games that made it to the list?
What you forgot was to read the first lines of my post. Arcanum combat is shit either way.I forgot that switching Arcanum's combat from RTwP to turn-based transforms it into a tactical masterpiece; it requires deeper planning, adaptive thinking, and careful positioning..
I know you weren't saying Arcanum was a tactical masterpiece. I was being facetious. My point was: the qualities you cited are no more inherent in TB than RTwP, nor do I have good reason to think there is a higher upper limit on the amount of planning and adaptive thinking possible/required in TB systems.What you forgot was to read the first lines of my post. Arcanum combat is shit either way.I forgot that switching Arcanum's combat from RTwP to turn-based transforms it into a tactical masterpiece; it requires deeper planning, adaptive thinking, and careful positioning..
I will be the dissenting voice and say that this is a step in the wrong direction. When the premise of the story is that you are fighting against evil, then making evil "more nuanced" enriches the story. When the premise of the story is that you are fighting for evil, then making evil "more nuanced" dilutes the story. "It turns out the bad guys just had their own unique belief system and were tired of being systematically slaughtered by the good guys. Was the evil overlord overzealous? Perhaps -- revolutionary leaders are wont to be. But don't forget that the good guys were themselves religious bigots and cultural imperialists -- in the end, they had to be cast down, even if the means here were perhaps a little extreme. But you can temper that by being the moderate and ushering in a golden post-revolutionary era!" Oops, it turns out that playing as the bad guy is just playing as the deconstructionist good guy. :/With Tyranny we wanted to create a more nuanced evil.
No, it makes the case that TB is easier for devs to implement and can more easily stand alone with other shitty elements. If Michael Angelo sculpts a perfect base for a bust, and then gives the chisel to his retarded cousin Bichael, the result is not going to be a cohesive whole no matter how good the base is. Which is not to say that RTwP is a perfect system surrounded by shit, but that requiring the whole to be cohesive and fluid for it to work is only an argument against RTwP if you're incapable of forming a cohesive and fluid whole. Which, to be fair, is accurate of many dev teams.That's because you are p. dense. To even make an argument for RTWP you have to bring elements extraneous from the structure of combat resolution. It only makes a stronger case for TB that RTWP needs stronger encounter design, systems and AI to hold up.
It's like asking if PST is so good, why aren't there more games like it?Fair enough, but If TB is so inherently superior, why aren't more of them in the top 30?
http://www.rpgcodex.net/forums/inde...t-eternity-how-does-it-work-tb-vs-rtwp.76280/I don't doubt the vast majority of the Codex prefers turn-based combat. However, I'd be interested in a properly formulated explanation as to why RTwP is inherently shit, as is often said here.
Better to ask him if what he did during being a Creative lead suffered Durance/Mother fate or even PoE novella fate after he left Obsidian.Somebody should ask MCA if the "companion combos" were his idea/inspired by Chrono Trigger.
Basically, first you make this chaotic mess, then shove in pause and pat yourself on the back.