PC: In defense of spacebar gameplay
#1
Posté 08 novembre 2009 - 05:04
1. It provides epic battle sequences: When Alistar and the player character, attacked by three opponents, stun two for time to a whither a third, switch back at end of stun to their original opponents, while Morrigan provides winters grasp for the frozen death of the withered…..That is something you don’t get in hotbar or tactics combat. Its how I imagine a heros combat. Choices, reactions, stringing of attacks for maximum impact, and the glory in the well planned attack.
2. It adds to the roleplaying: Those combat choices add to my connection with the character. My player character loves to Flurry at frozen mobs, and when he does it I can imagine Morrigan chuckle and Alistar roll his eyes.
3. Every combat sequence is different: Yep. I find the game hard. But surprisingly after a wipe I am energized to find a tactical response. I have none of the “I just wish I could get by this stupid Boss” feeling. I am currently hording game saves at boss battles so I can return to replay. To test spells, skills and tactics.
4. and finally, I am just too old for twitch shooters: there I said it. Be a hater, but I am 40 and love to be reminded of pen and paper, the benefits of having a brain, and that I need not (metaphorically) retire to the gameplay rocking chair.
If I never have to trudge through another RPG grind, I will be so happy.
#2
Posté 08 novembre 2009 - 05:12
#3
Posté 08 novembre 2009 - 05:18
I don't mind the spacebar option at all but it would have been nice if there was some type of targeting feature available for those that would prefer not to use the spacebar feature if they can help it. I would rather enjoy the battle in real time than have to constantly pause but that's just me.
I'm certainly not going to fault those that feel differently, and I'm glad an option is available for those that would prefer that type of gameplay or aren't into twitch style gameplay.
Modifié par Wickedjelly, 08 novembre 2009 - 05:31 .
#4
Posté 08 novembre 2009 - 05:20
And for what it's worth, I actually love twitch shooters, but we don't have enough games that encourage you to study your next move instead of slamming your head against the wall til it cracks (preferably the wall).
That said, I think a poster started a topic in the last couple days with the premise that BioWare could add to the ease of real-time combat without detracting from spacebar play, and I'm all for that to the extent possible.
#5
Posté 08 novembre 2009 - 05:37
#6
Posté 08 novembre 2009 - 05:44
#7
Posté 08 novembre 2009 - 05:46
#8
Posté 08 novembre 2009 - 06:00
#9
Posté 08 novembre 2009 - 06:03
#10
Posté 08 novembre 2009 - 06:08
#11
Posté 08 novembre 2009 - 06:14
#12
Posté 08 novembre 2009 - 06:18
#13
Posté 08 novembre 2009 - 06:18
Gacatar wrote...
Why would you ever want to jump in this game?
Because my fingers get bored when I'm running? I don't know. It's a habitual thing. People make fun of WoW players all the time for being ADD kids who jump around everywhere, but there's some truth to it. Running is so boring! Running plus jumping is much more distracting!
This wouldn't be a problem if click-to-move was better, or if WASD was worse. As it is, I find myself using WASD for most movement and since the other keys are all just like WoW (1-0 hotbar, F1-F4 party selection, P/C/I/J, etc.) my thumb just always wants to jump.
#14
Posté 08 novembre 2009 - 06:25
#15
Posté 08 novembre 2009 - 06:27
Seifz wrote...
Because my fingers get bored when I'm running? I don't know. It's a habitual thing. People make fun of WoW players all the time for being ADD kids who jump around everywhere, but there's some truth to it.
It was those damn night elves that started that whole non stop jumping while playing mentality >_<
#16
Posté 08 novembre 2009 - 06:30
#17
Posté 08 novembre 2009 - 06:33
peeps need to realize all games dont need to be the same...
#18
Posté 08 novembre 2009 - 06:41
#19
Posté 08 novembre 2009 - 06:45
On topic, i love the ability to pause the game to reconsider my situation, and issue new order for my party. IMO, it is a must for this kind of a game. That feature is also why i like Relic's RTS games (except DoW2, but let's not go there..)
#20
Posté 08 novembre 2009 - 06:48
I'm afraid the developers need to realize this first, considering that most RPGs released in the last 5 years were Diablo clone action hack and slash games.Azrailx wrote...
i love twitch shooters and i love space bar games
peeps need to realize all games dont need to be the same...
I suppose people have problems getting used to pausing in a game, when the last tactical party-based RPG released for the pc was 10 years ago.
#21
Posté 08 novembre 2009 - 06:53
Wickedjelly wrote...
I don't mind it. I'm not sure why some would have a problem with it. The only thing that irritates me about this game's setup is it doesn't have some type of targeting feature as in some other games so there are times I'm forced to use the spacebar option simply because trying to battle in real time gets too messy because clicking around the screen ends up accidentally activating another player and the like.
I don't mind the spacebar option at all but it would have been nice if there was some type of targeting feature available for those that would prefer not to use the spacebar feature if they can help it. I would rather enjoy the battle in real time than have to constantly pause but that's just me.
I'm certainly not going to fault those that feel differently, and I'm glad an option is available for those that would prefer that type of gameplay or aren't into twitch style gameplay.
I understand your point of view, but I feel you are a little misguided. Maybe this isnt the game you thought it was supposed to be. Im sure youve heard this before - the game has its roots in the Baldurs Gate series. For the Baldurs Gate fans and fans of Dragon Age itslef who have been following its development over the years, the spacebar gameplay is what the game is all about. The game was built around spacebar gameplay. It never was meant to be an action game or a real-time RPG. Its a tactical combat RGP. Its like playing chess - stop the game, take in the big picture and plan out your moves, then start the action again, ect. The very premise of the game is its ability to stop the action and micro manage your troops to victory. It was never meant to be about "run and gun" action. Again, this is what Baldurs Gate was all about, and is also what made it stand out and become successful.
Bioware has obvioulsy tried to streamline differect aspects to allow for more fluid gameplay and to reach out to a wider audience. Its possible to play in real time to a certain extent. Group sharing of items is another streamline feature they built into the game. I used to soend hours in Baldurs Gate trying to arrange my items in my backpack... Allowing for a targeting feature in my opinion would take away even more from the Baldurs Gate "feel."
I think that many too many gamers that bought the game got too caught up in just watching the gameplay vids thinking it looked really cool, but not really reading up what what the game was about. When Bioware said its a "spiritual successor" to Baldurs Gate, that should have sent off alarms to people. First question would have been, "what kind of game was Baldurs Gate?" The Baldurs Gate series was a legendary, and easliy are my favorite games. Althought its not "perfect", and no game is, Dragon Age matches up pefectly to what I was expecting.
#22
Posté 08 novembre 2009 - 06:55
miltos33 wrote...
I totally agree with your post. I just wish it was possible to queue orders so you don't have to pause all that much.
If you set up tactics correctly you should rarely have to pause. When I first got the game, I was pausing and micromanaging far too much. Since I got a thorough understanding of the tactics window and how to use it, I rarely pause except in boss fights and I usually just control the main character.
#23
Posté 08 novembre 2009 - 06:56
#24
Posté 08 novembre 2009 - 06:57
I'm glad the game has space pausing and to be honest I think it adds to the game rather than takes away from it.
#25
Posté 08 novembre 2009 - 07:00
It's a not-so-well documented feature that all crowd controls you use last an extra 1 second for each party member that you miss from the party. That's +3 seconds for each stun when soloing.





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