So i "force my opinion upon others" by posting them? Guilty as charged in that case, just like you.
Anyways, my claim still stands: Grimrock is a great game that could be even greater with a good combat system.
I'm torn here. Should I point out the stupidity in your "sensible" argument, or just not bother and tell you to fuck off?
I'll go with the former, as the latter option would put me on your level.
*deep breath*
35+ years ago there were CRPGs, but due to technical limitations they were all turn-based. They did the best with what they had. I'd best say this next bit right now: Turn-based game mechanics have their time and place and can, in certain circumstances, be the best system for a game to use, RPG or otherwise. But turn-based mechanics are NOT the Alpha and Omega of RPGs - quite the contrary as I'm about to show.
Anyone thinking otherwise is bat-shit insane. I don't care how many Codexers I insult with those words, they are the truth. Get real or get butthurt, I don't care.
Moving on to 1986, and there's a game in development that has everyone raving, and it's an RPG to boot! What's so amazing about this game? Is it the next-generation graphics that computers such as the Atari ST and Amiga could only provide, compared to their predecessors? Fuck yeah. Is it the fact that the player interacts directly with the game world? Oh yes. But the biggest factor? Everything happens in real time. Turn-based mechanics are gone, thrown out the window at the first opportunity. As a result this game offers immersion and atmosphere unheard of in any RPG before that time - and a lot of them afterwards as well. This is
Dungeon Master, the best-selling game of the Atari ST - a title that left Amiga owners jealous (even though they had the superior hardware) and one of the cornerstones of CRPGs - period. One simply cannot talk about CRPGs in a broad sense without touching upon Dungeon Master at one point, it cannot be ignored. But despite its brilliance, Dungeon Master couldn't abandon the grid - it would take another 5 years before RPGs could pull that off. Games that tried to be exactly like Dungeon Master would spawn their own sub-genre of RPGs that would last until the end of 1995, but strong seeds of real-time gameplay were sown with that game, and they blossomed all over the gaming industry.
From the moment Dungeon Master was released, turn-based RPGs were doomed. Doomed to the life of the "inferior" product, of the game that felt out-dated, of the game that only had a niche following. By 1990 everyone was gunning for real-time gameplay in their games, the last major turn-based RPG of that era was released in 1992 - it would take 5 years for any major studio to even
dare release a turn-based RPG, especially after a game like
Diablo. But
Fallout did get released, and it did show that turn-based RPGs at least deserve to exist...but look at what happened to the franchise.
Fallout 2 was a straight-up sequel, no time for innovation. What came next?
Fallout Tactics, that tried to merge both turn-based and real-time. How did that go again? What became of Fallout after that? Like every major RPG released after
Baldur's Gate, the Fallout games went real-time with turn-based combat tacked on as an afterthought "to please the fanbase". (Even I feel sick at the thought of it.)
By the turn of the century, "turn-based" was pretty much a derogatory word in the gaming industry, regardless of genre. "Real-time or bust" was the name of the game, and games that eschewed that just wouldn't sell as much as others. Hell, RPGs that favoured real-time over turn-based were having a tough time selling, but that's a somewhat different story. It wasn't until the indie scene started kicking into gear that we started seeing RPGs that dared try something different, to try to be like Dungeon Master, or some other 'ancient' RPG of yesteryear - including turn-based games. But they did get released and are still being released - but just like around 1991, turn-based RPGs don't get as much love and attention as real-time RPGs, especially games that try to imitate Dungeon Master, which is precisely what
Legend of Grimrock does.
Which brings us to your words. You, for some deluded reason, prefer turn-based to real-time in all circumstances, especially in RPGs...even though it has no purpose being there. But the market isn't paying heed to your demands, its attention is focused elsewhere. So just like all those jealous Amiga owners from 30 years ago, you gaze upon your object of affection and wish it was something else than it is. It does not conform to your (very narrow) perspective, but instead of letting it be, you continue standing there like a madman and declare that it would be better off being something else than it is, in the vain effort that someone will actually pay heed to your words and Something Will Be Done About It.
Newsflash: It won't. Legend of Grimrock has stated its sources of inspiration quite thoroughly: Real-time dungeon blobbers, not turn-based ones. The whole game is designed around the real-time concept, but your ignorant prejudices cloud your senses to that. You can't grasp the notion that the game was designed with something else in mind than your wishes or desires, therefore you concoct hypothetical situations that lack all basis in reality, and then wrongly put them forth as a valid point of opinion, like SJWs do all the fucking time. Your "opinions" aren't valid because if Grimrock had been designed as a turn-based game, it both wouldn't be the game everyone knows it for today, and also that it would have sold jack shit compared to what the Grimrock games have actually sold today. I wouldn't dream of stating that the Wizardry games would have been better off being real-time than turn-based, because of the simple fact that the Wizardry games weren't designed that way. They are what they are, and no amount of possible "wishful thinking" (via force or otherwise) is gonna change that. But here you are, yelling at clouds because they don't look quite exactly as you want them to, hoping that they'll change shape. You might be more successful with a title that's currently in development, so get off your ass and go look for one and yell to your heart's content. But leave already-established titles alone.