PorkyThePaladin
Arcane
- Joined
- Dec 17, 2013
- Messages
- 5,183
Some retards here accuse me of only liking action RPGs (third/first person RPGs with real time player skill based combat), but the truth is, I am fairly agnostic on this, and will enjoy any well done RPG, regardless of perspective, approach, implementation details. Many of my all time favorite RPGs are isometric tactical ones (e.g. Baldur's Gate, Fallout 1/2, PST, Graphical NetHack).
But just looking at our favorite genre objectively, what I see is that there is a definite sense of coming a long way with action RPGs, from the Golden Age (late 90s/early 00s) to now. That doesn't mean that today's action RPGs are 100% better than Golden Age action RPGs in every way ( I can still put Gothic 1 or Gothic 2 up against any modern action RPG and have them fare well), but there are plenty of modern action RPGs that have done things old RPGs haven't, that have innovated and pushed things forward, and the subgenre as a whole is pretty healthy.
I would say for most people, the peak of Golden Age action RPGs would've been Gothic 1/2 (smart people), Morrowind/Daggerfall (dumb people), and Arx Fatalis and Bloodlines (action RPGs without action people). Well, in the last 10 years or so, you had games like Kingdom Come: Deliverance (amazing combat and realism and historical angle), Witcher 3 (great writing/lore/quests/graphics/physics/production values), ELEX (great exploration), Breath of the Wild/Tears of the Kingdom (not RPGs strictly speaking, but pretty similar, with amazing exploration, gameplay, world interactivity), and the Dark Souls lineage (combat and difficulty and interesting constructed worlds).
So again, I am not saying these newer games are shitting all over the old classics, but they are doing new stuff and pushing action RPGs forward, where it's a vibrant sub-genre.
Now, let's take a look at isometric tactical RPGs. Late 90s/early 2000s gave us Fallout 1/2, Baldur's Gate Saga, Planescape Torment, Divine Divinity, Arcanum. What have we had in this subgenre since then?
I haven't played all the isometric tactical RPGs since then, but I've either completed or put in a lot of hours into the following: Divinity Original Sin 1/2, Pillars of Eternity, Underrail, Age of Decadence, Wasteland 2, Pathfinder Kingmaker, Expeditions: Conquistador/Viking/Rome, Shadowrun Returns/Dragonfall/Hong Kong, Battle Brothers, and probably some others I am forgetting now. So you could say I've had a lot of exposure to post-Decline isometric RPGs. And my general take on these is ... meh.
I am not coming at it from some niche perspective like a theorycrafting munchkin autist, or a pure combatfag, or a storyfag, but rather as someone who enjoys all aspects of RPGs, and when you judge these modern iso RPGs in that sense, most of them are severely lacking. Whether it's the dumb humor of Divinity games, the pretentious over-writing of PoE, the lack of non C&C content of AoD, or just horrible all around design of Wasteland 2/Kingmaker, most of these games just aren't very good. Even the few jewels in this mess that I happened to enjoy (S: Dragonfall and E: Viking in particular), while they were very good games, I wouldn't say they really pushed the subgenre forward in significant ways. Dragonfall if anything, is like a modern version of Fallout, a relatively short RPG that combines good writing, fun combat, great C&C into one all around good package. Battle Brothers is the one game that I feel like has done new things for the subgenre, but one game in the almost 20 years post-Decline? That's slim pickings.
So what's my point? Isometric tactical RPGs need to do better. They've been stagnant for too long. They should stop trying to emulate 20+ year old games (which they can't even do in most cases), and start doing innovative shit. being isometric means they are cheaper to make compared to first person/third person 3D photorealistic graphics, physics, full voice-overs in 2,000 languages. So capitalize on that, use the cheap simple worlds to create more content or new interesting mechanics or better AI or something.
But just looking at our favorite genre objectively, what I see is that there is a definite sense of coming a long way with action RPGs, from the Golden Age (late 90s/early 00s) to now. That doesn't mean that today's action RPGs are 100% better than Golden Age action RPGs in every way ( I can still put Gothic 1 or Gothic 2 up against any modern action RPG and have them fare well), but there are plenty of modern action RPGs that have done things old RPGs haven't, that have innovated and pushed things forward, and the subgenre as a whole is pretty healthy.
I would say for most people, the peak of Golden Age action RPGs would've been Gothic 1/2 (smart people), Morrowind/Daggerfall (dumb people), and Arx Fatalis and Bloodlines (action RPGs without action people). Well, in the last 10 years or so, you had games like Kingdom Come: Deliverance (amazing combat and realism and historical angle), Witcher 3 (great writing/lore/quests/graphics/physics/production values), ELEX (great exploration), Breath of the Wild/Tears of the Kingdom (not RPGs strictly speaking, but pretty similar, with amazing exploration, gameplay, world interactivity), and the Dark Souls lineage (combat and difficulty and interesting constructed worlds).
So again, I am not saying these newer games are shitting all over the old classics, but they are doing new stuff and pushing action RPGs forward, where it's a vibrant sub-genre.
Now, let's take a look at isometric tactical RPGs. Late 90s/early 2000s gave us Fallout 1/2, Baldur's Gate Saga, Planescape Torment, Divine Divinity, Arcanum. What have we had in this subgenre since then?
I haven't played all the isometric tactical RPGs since then, but I've either completed or put in a lot of hours into the following: Divinity Original Sin 1/2, Pillars of Eternity, Underrail, Age of Decadence, Wasteland 2, Pathfinder Kingmaker, Expeditions: Conquistador/Viking/Rome, Shadowrun Returns/Dragonfall/Hong Kong, Battle Brothers, and probably some others I am forgetting now. So you could say I've had a lot of exposure to post-Decline isometric RPGs. And my general take on these is ... meh.
I am not coming at it from some niche perspective like a theorycrafting munchkin autist, or a pure combatfag, or a storyfag, but rather as someone who enjoys all aspects of RPGs, and when you judge these modern iso RPGs in that sense, most of them are severely lacking. Whether it's the dumb humor of Divinity games, the pretentious over-writing of PoE, the lack of non C&C content of AoD, or just horrible all around design of Wasteland 2/Kingmaker, most of these games just aren't very good. Even the few jewels in this mess that I happened to enjoy (S: Dragonfall and E: Viking in particular), while they were very good games, I wouldn't say they really pushed the subgenre forward in significant ways. Dragonfall if anything, is like a modern version of Fallout, a relatively short RPG that combines good writing, fun combat, great C&C into one all around good package. Battle Brothers is the one game that I feel like has done new things for the subgenre, but one game in the almost 20 years post-Decline? That's slim pickings.
So what's my point? Isometric tactical RPGs need to do better. They've been stagnant for too long. They should stop trying to emulate 20+ year old games (which they can't even do in most cases), and start doing innovative shit. being isometric means they are cheaper to make compared to first person/third person 3D photorealistic graphics, physics, full voice-overs in 2,000 languages. So capitalize on that, use the cheap simple worlds to create more content or new interesting mechanics or better AI or something.