AmstradHero wrote...
By this definition, you're saying that what makes the switch from tactical to strategic challenge is the need to judge usage of your limited resources. In this way, any lengthy fight that can see you deplete your "regular" reserves and force to utilise resources that come in a (periodically) limited amount, it becomes strategic.
Don't want to sound rude but it's not my definition of strategy. It's what the terms means. Strategy is linked to long term plans and tactics is linked to short term goals. Yes, the management of resources normally is a strategic element.
In this case, any lengthy (and typically phased) boss fight is both tactical and strategic, such as boss fights like the Rock Wraith, High Dragon or the major demons. You don't get respite between the individual phases of battle during these fights, but have to space out how you utilise your resources to succeed.
Yep, off course. And that's why I defended even the wave combat design: the feature was used in a rough and abstract way in DA2 but it introduced a strategic element that DA:O missed entirely. Having said that, there are problems with that kind of solution in DA2: a) the strategic element has no sense of scope... it feels flatt

in normal fights the strategic element is not that much as soon as you have learned how to priorize your targets and learned how CCC works... you have just to learn a routine and repeat it every time c) in multiphased boss fights you are forced to find the devs solution to the "problem": strategy comes in to play only laterally and it's more a question of trials and errors.
Btw, that's because they have designed bosses as MMO "stone wall" who have not any big weakness, who are immune to most form of damage and resistant to the too few debuff options. You have not to play smart: you just need potions, a little bit of kiting and a good dose of patience, untill you find the escamotage the devs have studied to win the fight.
To be perfectly honest, I actually prefer this approach both as a designer and player for one key reason: You can see the light at the end of the tunnel. There's no intelligent strategic element in conserving your resources when you have no idea how long before you can replenish them.
I'm not game designer and I respect your expertise but as a player who have played too much CRPGs for its own good, I think that DA2 boss design is the contrary of fun for the reason expressed above ("stone wall" MMO-like boss design, lack of meaningfull debuff option, lack of mechanical freedom, general unbalance toward certain classes and party builds). They are just long battle of attriction where you are forced to repeat the same task untill the devs think that it's time for something awesome to happen.
For me the perfect CRPG boss design with the best balance between strategcal depth, tactical sawy, mechanical freedom and fun/reward are still Firkraag and Sarevok in BG1 and 2.
But yes, there is a something to save in the general concept and an element of strategy is still better than none.
I'll illustrate using Eye of the Beholder 2. Fairly early on in the game [snip]. They have no idea how to conserve their resources, because there's nothing to indicate when they'll get a chance to refresh them.
I agree. Mind, I've just said that the golden/black box games are more complex and have more depth in terms of gameplay, I've never claimed that those games are the pinnacle of gaming. My "landmark" in the thread has allways been the BG series (where the problems you mentioned had allready been solved) and I understand why CRPGs today need more accessibility and less mechanical chaos. I would just like a game that achieve the sweet spot between depth and accessibility, easy of use and complexity.
As a designer, this also makes balance horrendously difficult.
I understand what you are saying. But, you know, any version of D&D is more balanced than anything Bioware has done in the DA franchise. So, I understand why strategical elements makes things more difficult to balance, but it does not seem to me that they have put a lot of effort on game balance anyway, especially in DA:O. Just to say, they have not removed strategic/long term elements for balance sake, but just to make life easier for the players and because they wanted a more immediate and visceral experience. The result is that you have a game that is not BG2 and it's not Diablo II and it's not GoW and where most features feels a little bit akward and disconnected.
It's not that DA2 is lacking entirely in strategic elements, it's just that they're confined to particular events for the reasons I've outlined above. I appreciate the challenge of having to conserve resources in old games, but I couldn't count the number of times when I first went through a game and got to a section still having a multitude of spells in reserve because I thought "I can't use that spell now because I might need it later before I can rest again." If I played through a game again, then I got a lot more value from my spellcasters, because I had good sense of how long it would be before I could get those spells back. That knowledge actually made my play strategic, because I could make an informed decision on how to utilise my resources rather than just blind guessing.
Well, those games were ment to be played that way. You try, you die and you start again with a new party. Then you die again and you start again. And so on. In The Bard's Tale you could find the dead bodies of your former parties in the dungeoun and then resurrect them. I know, it's not the best kind of design but that was the idea of longevity at the time: it all originated with Roguelike games. The difficulty was brutal. As I said before, the BG trilogy allready addressed most of those problems. They were even more balanced games than anything Bioware has done after (even with D&D mechanical chaos and all).
Modifié par FedericoV, 02 décembre 2011 - 08:57 .