I would still have to have to watch five minutes of the game doing the same moves.
Dosn't matter how good something looks. Watch it enough time people will get bored of it.
Constant inputs at least gives the player something to do, even if it becomes repetitive.
Which is why I maintain that cooldowns are the real problem here.
If your standard attack could do decent damage, and special skills and spells were only used in truly hard/unique/as-neccessary encounters and to use them frivolously would (greatly) hurt your chances of survival, then you would have a much more nuanced game. This would be balanced with the fact that enemies would have very strong normal attacks as well (especially to "squishy" classes like mages) and so you would need aggro skills, as well as unit placement and understanding of terrain/environment to keep your party alive.
People confuse single player action mechanics with single player party mechanics. They are quite different. Insisting that classes be balanced to output the same DPS and have roughly the same survival rates make combat extremely boring - it makes all your units nearly alike, while level scaling makes all of your enemies nearly alike. It forces everything into one, long monotonous blur.
There is no fear of death (since your companion will get right back up after the fight with full health and mana and a minor dent in their stats which can be cured completely with readily abundant injury kits), no variety in your gamestyle (since the warriors, rogues and mages in your party all wind up just being DPS max/mins for the most part), no variety in enemies (since other than arbitrary stat immunities on nightmare and the occassional appearance of one-shot kills in certain enemy types, they are had the same tactics of swarm and swing) and no variety in the moves used (since you will be using the same four skills pretty much the entire game until you get a certain skill unlocked, which would then replace one of the members of your spam-a-lot arsenal)... it is all just same, same, same.
It isn't even an issue of difficulty. It is a matter of the design of the game, from its very foundations, is to make combat such a passive, mindless activity that it begs this conversation.
But I don't think the solution is skippable combat (or, at least, an auto-win button, which is what people who are saying they would want this feature are actually asking for). I think we need a deeper world system. Not a deeper combat system, but a deeper way to interact with the world, and to feel the world interacting with us.
This includes non-combat skills that actually do more than activate a random quest/dialogue option once in the game. These would be actual solutions used in actual gameplay or situations.
This includes a sense of risk, that if you just stroll into combat and spam the buttons, you will either be hurting because of your lack of tactics or you will waste resources/setup and be at a terrible disadvantage later on in the same dungeon.
This includes scenarios where the game reacts to the fact that you are fighting, reacts to what steps you take when you fight and has events that can happen in the middle of a fight that are tied to the story and can be seen.
This includes class design so that if you are looking at doing the most damage consistently, a warrior is the best class. A class design that says having a mage be the studious and intelligent of the classes should not equate them spamming a nuke spell over and over and over again, but rather be required to use magic intelligently, in context sensitive situations or to even conserve magic unless it is truly needed. A class design that says rogues can unlock chests... and can provide valuable information on enemies by scouting (and a system that gives you some type of incentive for knowing the position, formation, equipment, etc. of an enemy so that stealth/scouting actually matters), can provide invaluable cover through archery, can lay traps or can interact with the environment in ways that make dumb enemies die quickly and smart enemies stop their advancing and change routes/tactics. It basically requires classes that aren't driven by the standard DPS model that WoW has infected us with.
This includes, most of all, game designers not giving up and saying "someone likes the story so much that we can never compete for their attention with the actual gameplay." Giving up on the gameplay front (notice, I am not saying the combat front, but the GAMEPLAY front) is to surrender the idea that your game, itself, can be fun.
I have faith that this can be done. I have faith that Bioware is wanting to be the one who can make this possible. And we do know that Bioware is working on at least portions of these, since Tweets have discussed things such as ranged fighters pinning enemies down, while shield characters provide cover, or the fact that there is a stealth gameplay element which is different than just becoming invisible in combat. So with this in mind, I think we can all safely assume that the gameplay of DA3 will be, at the very least, an attempt to make this entire conversation moot.
Modifié par Fast Jimmy, 22 mars 2013 - 01:09 .