I mean, one of most important tactical elements of DA:O's combat was positioning: to avoid friendly fire and find cover against enemy ranged attacks, mostly. But then I'm playing DA:O and find myself on the first Ogre battle at Ostagar. There, the ogre turns around at my mage and builds up to a very obvious AoE attack. Noticing that, I move my Mage to avoid the Ogre's attack but forget about Alistair, the result is that my mage is hit from across the room, dies, but Alistair somehow 'saves against death' and lives to deliver the final blow.
Were this realistic or strategic by any measure, I would have been rewarded for my presence of mind and punished for my ineptitude: MageWarden would have lived and Alistair would have died.
This is one reason why I prefered the combat in Dragon Age 2. In Nightmare my characters (controlled by me) must have some sense of preservation when an Ogre lifts his both hands and prepares to smash them in the head. Furthermore, I can trick said Ogre into attacking his own and other things.
To be tied so much to dice-rolls means that a wall between you and a Genlock Archer should be meaningless, that the projectile should circle through the corridor and hit you regardless of player input, of player agency or tactical awareness.
Mind you, I'm not saying Dragon Age 2 should be like Skyrim or Witcher, that everything should depend on player input during combat, but somethings must, otherwise the game isn't tactical or strategical at all. After all, those two words, tactic and strategy, are derived of a very 'actiony' medium, real life.
Lastly, I'm not saying that Dragon Age 2's combat is perfect. Far from it, but so was Dragon Age: Origins.
EDIT:
Look, don't misunderstand me. I don't want to do away with dice rolls, they are an integral part of a traditional party based RPG. But, just as I appreciate to use cover against ranged attacks in DA:O, I appreciate greater degree of player input alongside the dicerolls.
I enjoy stacking stats in order to improve the odds and I also enjoy a bit of randomness and luck in my fights, just as I enjoy some more action based elements in the fight. And I cannot understand why someone would call a "dice roll not to die" more deep than "realize a given creature used an AoE skill centered in point A (A = position of one of your characters) and move from it, preferably drawing other enemies close to point A".
In short: Dice rolls decide whether or not you succeed in a given endeavor.
In Tabletop RPGs, that doesn't take away player agency because anything can be done and anything can become a dice-roll.
In videogames, that's not the case. You can't do anything you want, and if you want everything you do to be tied to a dice-roll, then you won't be able to do much at all. Adding 'actiony elements' only adds to gameplay, allowing for deeper strategic potential.
Modifié par Melness, 05 décembre 2011 - 07:15 .





Retour en haut






