bEVEsthda wrote...
@ Crustybot
I'm not sure you have taken much care in reading the posts, because you are mainly talking about tactical combat, despite that I have repeatedly pointed out that is not the subject.
Doing interesting things, in the gameplay, is mainly coupled to dropping any pretensions of real-time.
That is the crunch thing that opens up all sorts of possibilities.
Sorry, it's just when you say "tactical", it invites the train of thought and combat is the only kind of gameplay you talk about. But many of the things I talked about aren't "combat" mechanics per se, they are "gameplay mechanics" that can be integrated into other situations outside of combat. Exploration, puzzles, infiltration, etc. Certain spells that can be used only in certain terrains, destructible/interactive environments, scouting and sneaking past enemies, etc.
I also don't understand why "real-time" is the big issue in all of this. There's nothing that really inhibits real time gameplay from having lots of enemies, or from having more variety in combat outcomes. That's more to do with AI and the like (Fleeing, Line of Sight detection, etc) and whether the engine or hardware is capable of running it.
Modifié par CrustyBot, 03 juin 2012 - 01:22 .





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