Tim the Bore
Scholar
Owlcat recently decided to add turn-based mode to their game. This made me thinking: why wasn’t it designed to be this way in the first place? We all know that the official reasoning for it was so that the game could have more enemies along the way, but that explanation doesn’t make sense. There is a lot of reasons why designing the game toward turn-based combat would not only allow the game to reach its full potential, but it’d also prevented some technical issues as well. Some of the reasons why:
1) This one is rather obvious, but: P:K’s mechanics are made for turn-based combat system. Generally speaking, the game is fairly complicated, with lots and lots of rules, exceptions to that rules, statistics, feats, relations between that feats, various variables etc. That’s because originally this system was designed towards more strategic and tactical oriented approach. Direct fighting with enemies was only a small part of the overall combat, which also included proper use of equipment, buffs, team-work, accurate builds and so on. You have a lot of options because you are allow to resolve issues in different manners.
All of that is turned to be dysfunctional if the game is in real time. That’s because real time means: fast-paced and reflex oriented. Which makes sense if you’re doing an action game, but it’s ridiculous in a title with more robust mechanics, since you can either never interact with them properly (because you’re in a hurry) or you can pause the game every two seconds, which is the opposite of fast-paced, reflex oriented experience.
P: K is the worst of both worlds: you're expected to read all the information about its mechanics and understood them, but then you can never really utilize them in a satisfactory manner – combat in real time is always clumsy as hell. There is a reason why Diablo didn’t had 50+ rules about swinging your sword – it would slower the game and that’s the opposite of what Blizzard was trying to achieve. In P: K all the strengths of the original system are turned into weakness.
2) Turn-based would mean – less fighting. The game has a huge amount of trash mobs. They serve two purposes: to prepare you for a boss and to drain your resources. The first one is obvious, the second is there so that the game could test your strategic abilities. How well can you handle the precious resources that you have? Are you gonna blow them all on one small enemy? Are you gonna be too greedy, which will put your team in danger and will take your healing spells, costing you much more than it should? Again, smart management of your resources and time is an essential part of the experience.
Right now, however, it’s all wrong – there is a lot of thrash mobs along the journey, but they never really pose any threat. You don’t have to use your magic or utilize some buffs, because they are too easy to really require that. And when facing a boss, you have access to every single spells, scrolls, potion and whatnot; so you don’t have to pay attention to your resources, which was the whole point in the first place. That also means that your mages and priests are completely useless in a majority of fights, but then are completely mandatory when it comes to the challenging ones. So trash mobs don’t serve their purpose (spare for a few).
Now, if the game would be designed toward turn-based oriented experience, it would solve all those issues. Since fights in turn-based system tends to be rather slow, you can’t create too many of them. Which means you have to compensate and make them somewhat harder. Which means that they may represent some kind of danger for the player, which means he will have to use some of his resources (and the game is less repetitive). And then everything works as intended. There is a reason why some spells are amazing and some are just okay – so that you wouldn’t be forced to use the best ones on some basic enemies. Therefore, the game is testing your ability to recognize the quality of particular spells, rewarding you for a proper understanding of its mechanics and rules. This is obviously connected to the first point.
3) From a technical point of view, the game has a problem with its performance and the size of its save files. And one of the factors that contributed to that situation is the huge amount of hostile NPCs and their equipment. The game clearly struggles when the whole map is covered with 40+ something enemies, all of them possessing a shield, an armor, a sword, a scroll and some magical rings. Having less enemies would help solving that issue significantly.
4) The game has a problem with item bloat. Simply put, there is way too much magical equipment everywhere. Items that grant you +4 bonuses to strength, constitution and dexterity should not be just some crap laying around or being sold by a couple of basic vendors. But the game wants to reward you for every fight, so it has to keep giving you new stuff. Again: less enemies would fix that issue, making the loot precious and rare, rather than mundane and common. It would also allow Owlcat to balance the game a little bit better.
5) It would be easier to port this game for consoles. Pretty self-explanatory.
Considering all of this: what gives? Why was this game designed to be in real time? Was it just a nostalgia? Did they try to distinguish themselves from Larian? Were they afraid that people wouldn’t like slower game? Given its state (its difficulty, complexity and time-limits for example), Owlcat clearly didn’t care about catering to broad audience, so I don’t think that this was the motivation. The way things are, the game is good, but it could've been great. Why?
Tl;dr – the title. Told you it's long.
1) This one is rather obvious, but: P:K’s mechanics are made for turn-based combat system. Generally speaking, the game is fairly complicated, with lots and lots of rules, exceptions to that rules, statistics, feats, relations between that feats, various variables etc. That’s because originally this system was designed towards more strategic and tactical oriented approach. Direct fighting with enemies was only a small part of the overall combat, which also included proper use of equipment, buffs, team-work, accurate builds and so on. You have a lot of options because you are allow to resolve issues in different manners.
All of that is turned to be dysfunctional if the game is in real time. That’s because real time means: fast-paced and reflex oriented. Which makes sense if you’re doing an action game, but it’s ridiculous in a title with more robust mechanics, since you can either never interact with them properly (because you’re in a hurry) or you can pause the game every two seconds, which is the opposite of fast-paced, reflex oriented experience.
P: K is the worst of both worlds: you're expected to read all the information about its mechanics and understood them, but then you can never really utilize them in a satisfactory manner – combat in real time is always clumsy as hell. There is a reason why Diablo didn’t had 50+ rules about swinging your sword – it would slower the game and that’s the opposite of what Blizzard was trying to achieve. In P: K all the strengths of the original system are turned into weakness.
2) Turn-based would mean – less fighting. The game has a huge amount of trash mobs. They serve two purposes: to prepare you for a boss and to drain your resources. The first one is obvious, the second is there so that the game could test your strategic abilities. How well can you handle the precious resources that you have? Are you gonna blow them all on one small enemy? Are you gonna be too greedy, which will put your team in danger and will take your healing spells, costing you much more than it should? Again, smart management of your resources and time is an essential part of the experience.
Right now, however, it’s all wrong – there is a lot of thrash mobs along the journey, but they never really pose any threat. You don’t have to use your magic or utilize some buffs, because they are too easy to really require that. And when facing a boss, you have access to every single spells, scrolls, potion and whatnot; so you don’t have to pay attention to your resources, which was the whole point in the first place. That also means that your mages and priests are completely useless in a majority of fights, but then are completely mandatory when it comes to the challenging ones. So trash mobs don’t serve their purpose (spare for a few).
Now, if the game would be designed toward turn-based oriented experience, it would solve all those issues. Since fights in turn-based system tends to be rather slow, you can’t create too many of them. Which means you have to compensate and make them somewhat harder. Which means that they may represent some kind of danger for the player, which means he will have to use some of his resources (and the game is less repetitive). And then everything works as intended. There is a reason why some spells are amazing and some are just okay – so that you wouldn’t be forced to use the best ones on some basic enemies. Therefore, the game is testing your ability to recognize the quality of particular spells, rewarding you for a proper understanding of its mechanics and rules. This is obviously connected to the first point.
3) From a technical point of view, the game has a problem with its performance and the size of its save files. And one of the factors that contributed to that situation is the huge amount of hostile NPCs and their equipment. The game clearly struggles when the whole map is covered with 40+ something enemies, all of them possessing a shield, an armor, a sword, a scroll and some magical rings. Having less enemies would help solving that issue significantly.
4) The game has a problem with item bloat. Simply put, there is way too much magical equipment everywhere. Items that grant you +4 bonuses to strength, constitution and dexterity should not be just some crap laying around or being sold by a couple of basic vendors. But the game wants to reward you for every fight, so it has to keep giving you new stuff. Again: less enemies would fix that issue, making the loot precious and rare, rather than mundane and common. It would also allow Owlcat to balance the game a little bit better.
5) It would be easier to port this game for consoles. Pretty self-explanatory.
Considering all of this: what gives? Why was this game designed to be in real time? Was it just a nostalgia? Did they try to distinguish themselves from Larian? Were they afraid that people wouldn’t like slower game? Given its state (its difficulty, complexity and time-limits for example), Owlcat clearly didn’t care about catering to broad audience, so I don’t think that this was the motivation. The way things are, the game is good, but it could've been great. Why?
Tl;dr – the title. Told you it's long.