Awor Szurkrarz said:
Also, the whole idea of taking a strategic game in real time?
It could actually be pretty awesome if it used extreme time compression to allow gameplay to consist of both, fast, tactical stuff, and stuff taking long stretches of time.
Traditional RTS is not a terribly good idea, though at best it will yield something awesome like Homeworld. It can also be modified by removing building/resource gathering, which gives us games like Myth.
Joe Krow said:
CRPGs died when designers stooped basing them on PnP RPGs.
Obviously the first step was making RPGs real-time. Diablo was the first nail in the coffin but there was still hope even then.
EoTB and LoL send their regards.
Games like Morrowind and Bloodlines (two modern examples) stayed true to RPGs roots by basing the combat on character attributes. Unfortunately, the new RPG fans didn't like that. The game was not responding in the way it would in a pure action game... the character would either miss or do minimal damage despite the head-shot.
To rectify, they decided to use character attributes to modify player ability instead (see Oblivion and Alpha Protocol).
Crap solution to ill-recognized problem - the usual fare.
The problem was never game responding like an action game, it was the mechanical layer and presentation layer showing completely different things.
Mechanical layer decides what happens, presentation layer shows it.
If the game shows my character sending bullet through the enemy head or slicing through most of the enemy neck, I have every right to expect something more spectacular than miss or negligible damage.
The currently preferred solution is (obviously) ass-backwards, because it "fixes" the problem by assfucking the mechanical layer so that it conforms to the presentation, which conflicts with established purposes of both layers.
Instead, the presentation layer should show what's happening in the mechanical layer - If I don't score a headshot because my character is a shaky-hands noob, then the game should show why and how do I not score the headshot - jerk the sights off the target randomly as it often happens when an inexperienced shooter squeezes the trigger, make the enemy dodge or parry my attempted lethal throat-slice and so on.
The Gentleman Loser said:
Funny enough once 3D and a Gun is involved, people can't seem to account for stats at all. People complain about the shooting in games like "Deus Ex", "Mass Effect (1)", "Alpha Protocol", and "Vampire the Masquerade: Bloodlines" often because the gun play does not work like in most first or third-person shooters. The cone of fire effect confuses people, even in the games with the clearly drawn slowly closing cross hairs. People seem to misunderstand what is happening, and why.
It seems having stats-based aiming and a real-time 3D environment will never work hand-in-hand... or at least not to peoples expectations.
How about portraying the inaccuracy better - by showing how inept PC jerks the gun off-target when squeezing the trigger, and by making weapon slightly shaky and hard to line-up properly.
If the presentation confuses people, fix the presentation, dammit, not the fucking mechanics!
Mechanics should only be fixed when it needs extra detail or falls apart under closer scrutiny.
Even worse most games just have the "BIG CHOICE!" right at the end. It's like a footnote.
"Psst... whose side do you want to be on for this final fight? One side will instantly forgive you for everything, and the other will despise you despite all the good you have done. Be sure to save now so you can see both endings just by reloading and replaying this fight! Don't worry about anything before this moment, we've gone ahead and made it all trivial. Now... choose your immediate consequence!"
And that pretty much sums it up. It's supposed to be Choice and Consequences, but the consequences are so predictable it becomes "Choose your Consequences" instead.
Probably one of the main reasons why codex likes The Witcher - delayed consequences.