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Is there any value in allowing characters to walk rather than run in an isometric RPG?

Joined
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Codex Year of the Donut
Sure, if it last like 10 seconds, and the game has a stamina recovery system through sleep.
Nope, you get to enjoy watching the full sleep. Realism. Adds that necessary tedium.
For potions? Harvesting could be anything, though. Animal pelts, mining ore, etc.
Imagine you're a baron or a major adventurer with pockets full of gold. Now explain why you aren't delegating this task to someone else.
It's easily one of the most ridiculous features put in way too many RPGs.
 

Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Imagine you're a baron or a major adventurer with pockets full of gold. Now explain why you aren't delegating this task to someone else.
It's easily one of the most ridiculous features put in way too many RPGs.

Hey, even rich people enjoy gardening.

Nope, you get to enjoy watching the full sleep. Realism. Adds that necessary tedium.

Minecraft already have that - in coop mode. When you buddy refuse to go to bed.
 

Risewild

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Always running would make stupid escort missions even worse.
Escort missions are 99% escorting something slower than the running PC. Now imagine only being able to run. Run 1 step, wait 2 real time seconds for the slow escort target to move, another step and another 2 seconds waiting...

Stealth/sneak while always running would be pretty stupid too. Classic Fallout games would disable the stealth mode if the PC ran, and then added the Silent Runner perk for those that are speedsters. This is how RPGs should do it.

No walking would also be pretty annoying if the game had "platforming" areas. Imagine having to jump into a platform that was only the same width as the character's feet, but you can only run and not go slower.

I'm a fast player, slow games annoy me, I usually use Cheat Engine to speed slow games (especially when the animations are slow) from x2 to x10 depending on the game. But I still like the option to sometimes walk on games that I don't consider slow (so I won't speed them up with CE), like classic Fallout games for example.
 
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Corbin Dallas Multipass in my post above I outlined multiple ways in which walking can add mechanical depth to an RPG. There are other potential benefits as well, to be more specific, it allows the player to experience a sense of "improvement" which is otherwise completely absent, if they are locked to a single speed. If it is possible to improve your movement speed, then it is another axis in which you can make your character feel better and thus give you a sense of progression. For first person games the benefits of having multiple movement speeds are actually even more pronounced if you wish to properly take advantage of them. For example, the speed that you move through an area can impact the sense of mood.
grim dawn has this
 

InD_ImaginE

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You guys aren't capable of running?
I am capable of running AND walking. Are you?
How often do you move slowly when going somewhere?

lot of time? when I go to toilet i walk not run

when i am in office i would probably be fired if i run everywhere because it is noisy and if everybody run in confined space then it will be hazard

when I am in my house why would I run?

stop making retarded bait thread rusty
 

JarlFrank

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Steve gets a Kidney but I don't even get a tag.
It's cool in first or third person action RPGs, it's unnecessary in isometric RPGs unless there's some sort of gameplay mechanic attached to movement states, like sneaking.

I'm one of the most simulationist people on the Codex yet I don't like the idea of having to walk slowly everywhere. Isometric games already add one layer of distance between player and character as compared to action RPGs where you control your char directly. You click on a place and your character moves there. Might as well make that movement fast. There's nothing to be gained from moving slowly - in a first person RPG you can take a stroll and sightsee or something, but in an isometric game your perspective is not bound to the eyes of your character and you can usually scroll the camera around freely, so there's no point in walking slowly. You don't even perceive different walking speeds from that perspective, unless you like watching your little dude or chick walk around from above.

In a first/third person RPG like Morrowind, Gothic, Arx Fatalis, Ultima Underworld etc, movement itself is gameplay because it's done directly and you can even do stuff like jump and climb. In an isometric RPG, movement consists of clicking on the spot you want to move to, then your character moves there all on his own. Wowee. Such gameplay. Much excite.

That said, there is no need for a running animation as such. In Neverwinter Nights, your character's walking animation looks like he's always running everywhere, but it actually takes a really long time to get from A to B (not just because movement speed is slow, but also because the proportions of the maps are way too huge). Meanwhile in the Baldur's Gate games, your characters have a pretty quick movement speed but their animations look like normal walking, not running.

So I guess just replacing the animation without changing the speed would satisfy OP's request, lmao.

In most isometric RPGs it already takes long enough to traverse the map, especially if there's some backtracking involved. I don't want it to take even longer just because NPCs grow suspicious of me when I run everywhere.
And I'm one of those people who support hunger and thirst mechanics and other turboautistic simulationist aspects. But having to walk slowly around NPCs would just be a complete waste of time.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
For potions? Harvesting could be anything, though. Animal pelts, mining ore, etc.
Imagine you're a baron or a major adventurer with pockets full of gold. Now explain why you aren't delegating this task to someone else.
It's easily one of the most ridiculous features put in way too many RPGs.

Yeah I absolutely hate those crafting mechanics many modern games use. So incredibly tedious.
Back when I was young, we used to hit monsters and bandits in the face with our swords, and they'd usually hit back.
In modern RPGs you hit rocks and trees with a pickaxe, and they don't even hit back.
Fucking boring. Especially if there's a lengthy animation during that harvesting action.

It's like playing the role of a villager in Age of Empires: you keep walking to the forest to hit those trees and gather wood, then return it to the base, then go back to the forest to harvest more wood.
Meanwhile the knights have all the fun of combat, but you're stuck in the forest, harvesting wood.

I can't understand the appeal of it at all. It's the most boring grind of them all, even more boring than grinding random encounters - at least trash mobs fight back, boring as they may be. But rocks and trees? Fucking lame.
 

Sigourn

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Not being able to get everywhere at once (and limited travel was part of that) means you had to explore when travel option wasn't available.

In Morrowind this is only partially true. Every single dungeon in Morrowind looks pretty much the same because, from the outside, they are all a "cave door", "tomb door", or Daeric ruin. The inside isn't any better. This leads to many players, often, just wanting to get the walking over with.
 

EldarEldrad

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Sep 13, 2017
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Always running would make stupid escort missions even worse.
Escort missions are 99% escorting something slower than the running PC. Now imagine only being able to run. Run 1 step, wait 2 real time seconds for the slow escort target to move, another step and another 2 seconds waiting...

Escort missions are always pain in the ass. NPCs are stupid and always die in frustrating way, but there is one more to this regarding movement. Somehow in most first person games devs make NPCs moving faster than your walking speed, but slower that your running speed. This lead to retarded pace both for you and NPC like you are the dancers forced to dance ballet, but you can tango only and your partner is breakdancer.
 
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Aug 27, 2021
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Rusty's arguments here are like... 6/10 quality? Which is totally reasonable as why waste 10/10 arguments on a 0/10 discussion?

If you keep falling back on "Well if you want to move fast you must not actually like playing games" then you lose. You have lost the argument. There's bad faith, and then there's... stupid faith? I don't even know what to call it. But it's a complete failure of an argument and you should be embarrassed to have made it. The shitposts you get in return for that are more humor than you deserve and you should count yourself lucky to have received them.

To be serious for a moment, which is far more than this thread deserves, but I can't help it, yes, I get it, to a tiny degree. Immersion is helpful to a fun gaming experience. Sometimes everyone running around constantly, with swords drawn, is detrimental to that experience.

That said, there are other things far more detrimental. Such as, being bored spending 20 minutes watching my character walk somewhere with no danger. Such as, reloading the game again because oops, I forgot to press sheathe weapon and now I've aggroed the guards/shopkeepers/whatever.

To be completely honest, I don't think isometric RPGs are the place to go looking for immersive travel to begin with. Sneaking around a dark environment hearing monsters lurking around, and hoping they don't find you, is pretty immersive, but that's an entirely different genre. Although I'd love to play a system shock/skyrim/fallout hybrid and I imagine it could be pretty incredible. And in that theoretical game, it'd be a crime not to include some kind of quiet movement, ideally separate from the crouch function, but that's a whole other can of worms... And obviously, in such a game, you'd need some way to run. And you'd probably even have some limitation to running, perhaps a stamina meter. And of course a magic elevator that fast travels you around so you don't end up walking down empty halls over and over again for no reason.
 

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