Aikaeli
Novice
- Joined
- Nov 6, 2008
- Messages
- 3
I believe I've never posted on a general gaming forum, but after a good bit of time with several games new (e.g. Fallout 3) and old (e.g. Darklands) I wanted to say a bit about RPG combat as a game-breaker, boon, and all things between. I realize that turn-based combat is prized here, and I too like it best of all, but there are still big problems with most or all games.
First, I want to mention several games I really enjoy but think significantly marred by their combat systems. I mention them here--I post here--largely because I know the Troika fanaticism and such of this place.
Darklands: This is a great game but as with many great and otherwise-great games I can just go to the inventory menu and use any potions, including healing potions (Nature's Essence potions), without spending any in-game time; and this makes combat extremely easy once I have decent alchemy skill and selection.
Arcanum: This is a decently balanced game for some techonologists and for mages who shy away from the Temporal school, but I enjoy temporal spells in any game that offers them (though in such games as Shadowrun (not the console game, but the pen-and-paper, MUSH, SNES and Genesis varieties), I often go for technology instead). This to me, given that I feel I must play this kind of mage, is actually a game-breaker, and that's sad.... That said, I'm going to reinstall the game and try the patch offered here if it does indeed correct Disintegrate and rebalance Temporal spells.
Fallout 1 and 2: These are excellent games, and Fallout 2 is perhaps my favorite, in no small part because the combat in each is exceptional. However, here as almost everywhere else in the turn-based world there exist certain problems. Clearly we are not meant to think of a "turn" as a single thread of action so immediate and fluid as to interrupt all others: we can step out of cover, take 2 or more shots with a pistol (even a plasma or gauss pistol), and duck back into cover. Our followers and enemies, if there AI were strong enough, would be wise and exploitative enough to do the same. This seems a problem with any turn-based system that allows multiple actions without clear rationale. A hypothetical rationale might be the D&D Time Stop spell a la the Baldur's Gate games, or Wired Reflexes in Shadowrun (if one is lucky enough to time his jump out of cover, his shot, and his return to cover), and so forth, but natural agility is certainly not enough to allow the kinds of caution we can exercise in the Fallout games and most other turn-based games involving obstacles. Moreover, the turn-based nature of Fallout inhibits normal use of cover--a device used well in some (real-time) action-RPG hybrids such as Deus Ex, and perhaps to best effect in the old Rainbow Six games (those before Vegas, which atrociously simplified the use of cover).
Baldur's Gate I, II, and expansions: These are pretty strong offerings in terms of combat, though I like most here think they fall far short of Fallout games, Darklands, Krondor, Arcanum, Bloodlines and so many other games in terms of being "RPGs" and finally "great."
I challenge everyone to name a medieval or otherwise preindustrial "fantasy" RPG that works well with strict real-time combat. Some might mention Gothic I and II and The Witcher, but I think the consensus would show that even in good games such as these there are many things lacking, a certain element of strategy perhaps foremost. This probably owes a good bit to the slow speed of projectiles and the lack of strong swordplay in most real-time fantasy RPGs. We can dodge projectiles and we can time slashes and such rather easily. However, even in a modified Morrowind, for instance, wherein projectiles are wildly accelerated, there still seems to be something missing. And I think this owes to the wide powers of a mage--who can use cover to buff and heal himself quickly before jumping out to hurl a fireball--who finally seems out of place in dominating a theme so rooted in swords as well as sorcery. Conversely, and perhaps more disappointingly, a player using melee can often kill enemy mages simply because they lack the AI to hide, prepare, strafe and such the way a player does! I realize this paragrah is pretty fallible, but I'm getting drunk and trying to write quickly so I'll leave it thus and go on.
Another problem with fantasy RPG combat lies in the stricly turn-based games as typified by things like Avernum. In such games the cleric can often "mass heal" or otherwise buff the entire party every round, and the general lack of "accuracy" tests (the likes of which we find in Fallout and such) makes every round's combat easily aforethought by a good player. Obviously there are exceptions! For a large part of Krondor, for example, I thought combat was pretty strong and balanced.
As it stands I think the best combat in RPGs has been found in strictly turn-based "modern" RPGs like Fallout I and II, real-time-with-pause fantasy RPGs like the Baldur's Gate series, and a few rare modern RPGs with good real-time combat, like Bloodlines.
I would like to see more turn-based modern rpgs that give fewer "action points" so that cover and such cannot easily be utilized at the end of every turn. I would like to see more real-time modern rpgs as well--games that really cripple the player based on statistics and make FPS skills less relevant than hybrid games (by which I mean games like Deus Ex); here my strongest example might be Bloodlines. Finally I would like to see true revolutions in fantasy RPG combat, because it is often weak. For some reasons developers seem to let the greatest fantasy RPGs fail in terms of combat! The saddest examplar here is probably the whole of the Ultima series! Invisibility spells, instant-kill Death and Mass Death spells, and the Blackrock Sword, among a few other items, make things rather simple in an otherwise excellent combat engine!
First, I want to mention several games I really enjoy but think significantly marred by their combat systems. I mention them here--I post here--largely because I know the Troika fanaticism and such of this place.
Darklands: This is a great game but as with many great and otherwise-great games I can just go to the inventory menu and use any potions, including healing potions (Nature's Essence potions), without spending any in-game time; and this makes combat extremely easy once I have decent alchemy skill and selection.
Arcanum: This is a decently balanced game for some techonologists and for mages who shy away from the Temporal school, but I enjoy temporal spells in any game that offers them (though in such games as Shadowrun (not the console game, but the pen-and-paper, MUSH, SNES and Genesis varieties), I often go for technology instead). This to me, given that I feel I must play this kind of mage, is actually a game-breaker, and that's sad.... That said, I'm going to reinstall the game and try the patch offered here if it does indeed correct Disintegrate and rebalance Temporal spells.
Fallout 1 and 2: These are excellent games, and Fallout 2 is perhaps my favorite, in no small part because the combat in each is exceptional. However, here as almost everywhere else in the turn-based world there exist certain problems. Clearly we are not meant to think of a "turn" as a single thread of action so immediate and fluid as to interrupt all others: we can step out of cover, take 2 or more shots with a pistol (even a plasma or gauss pistol), and duck back into cover. Our followers and enemies, if there AI were strong enough, would be wise and exploitative enough to do the same. This seems a problem with any turn-based system that allows multiple actions without clear rationale. A hypothetical rationale might be the D&D Time Stop spell a la the Baldur's Gate games, or Wired Reflexes in Shadowrun (if one is lucky enough to time his jump out of cover, his shot, and his return to cover), and so forth, but natural agility is certainly not enough to allow the kinds of caution we can exercise in the Fallout games and most other turn-based games involving obstacles. Moreover, the turn-based nature of Fallout inhibits normal use of cover--a device used well in some (real-time) action-RPG hybrids such as Deus Ex, and perhaps to best effect in the old Rainbow Six games (those before Vegas, which atrociously simplified the use of cover).
Baldur's Gate I, II, and expansions: These are pretty strong offerings in terms of combat, though I like most here think they fall far short of Fallout games, Darklands, Krondor, Arcanum, Bloodlines and so many other games in terms of being "RPGs" and finally "great."
I challenge everyone to name a medieval or otherwise preindustrial "fantasy" RPG that works well with strict real-time combat. Some might mention Gothic I and II and The Witcher, but I think the consensus would show that even in good games such as these there are many things lacking, a certain element of strategy perhaps foremost. This probably owes a good bit to the slow speed of projectiles and the lack of strong swordplay in most real-time fantasy RPGs. We can dodge projectiles and we can time slashes and such rather easily. However, even in a modified Morrowind, for instance, wherein projectiles are wildly accelerated, there still seems to be something missing. And I think this owes to the wide powers of a mage--who can use cover to buff and heal himself quickly before jumping out to hurl a fireball--who finally seems out of place in dominating a theme so rooted in swords as well as sorcery. Conversely, and perhaps more disappointingly, a player using melee can often kill enemy mages simply because they lack the AI to hide, prepare, strafe and such the way a player does! I realize this paragrah is pretty fallible, but I'm getting drunk and trying to write quickly so I'll leave it thus and go on.
Another problem with fantasy RPG combat lies in the stricly turn-based games as typified by things like Avernum. In such games the cleric can often "mass heal" or otherwise buff the entire party every round, and the general lack of "accuracy" tests (the likes of which we find in Fallout and such) makes every round's combat easily aforethought by a good player. Obviously there are exceptions! For a large part of Krondor, for example, I thought combat was pretty strong and balanced.
As it stands I think the best combat in RPGs has been found in strictly turn-based "modern" RPGs like Fallout I and II, real-time-with-pause fantasy RPGs like the Baldur's Gate series, and a few rare modern RPGs with good real-time combat, like Bloodlines.
I would like to see more turn-based modern rpgs that give fewer "action points" so that cover and such cannot easily be utilized at the end of every turn. I would like to see more real-time modern rpgs as well--games that really cripple the player based on statistics and make FPS skills less relevant than hybrid games (by which I mean games like Deus Ex); here my strongest example might be Bloodlines. Finally I would like to see true revolutions in fantasy RPG combat, because it is often weak. For some reasons developers seem to let the greatest fantasy RPGs fail in terms of combat! The saddest examplar here is probably the whole of the Ultima series! Invisibility spells, instant-kill Death and Mass Death spells, and the Blackrock Sword, among a few other items, make things rather simple in an otherwise excellent combat engine!