Ieldra2 wrote...
If you play on "Casual" or ME3's "Narrative", the fights are already so easy that you don't need much tactics or coordination. Some players just don't care for being challenged that way, and the games already accomodate them.
If they are as easy as you claim, what is taking so long to finish them?
As for the "missing" exposition, most fights in games erupt out of nothing with no exposition. Also, I'm not proposing to skip combat encounters, but only to skip the combat itself.
Wait, the actual combat is supposed to be exposition. We are supposed to learn the capabilities, temperments, threat level, and overall character of the bad guys during these fights. Similarly in an ideal world, we learn about ourselves when pushed into a crisis situation, whether it was some new toy we found in a cave, some latent abiliity, or a better appreciation for our companions for how they conduct themselves fighting along side us. We are also supposed to learn about the world around us. Maybe there are non-combatants nearby and through the NPCs interaction with them (e.g. you paladin buddy urges us to aid them, the supposedly mysterious evil figure lets them go and hints maybe she is not so evil). If the bad guy is a blood mage, I want to see him sacrificing his minions and using mind-control on my allies. None of this is possible under your "ultra-fast" button. If you are going to tell me that your button will not make much difference because such exposition is rare in CRPGs, I am going to repeat you are missing the core problem, combat is poorly thought out and executed and your solution does not address the issue of people who want to play the combat suffereing through poorly designed combat mechanics and execution..
And you still have not address the problem with resource management that your "ultra fast" button creates.
I'm not saying the problem can't be mitigated by other mechanisms, but if you have a story-driven game where dialogue and interaction is a significant part of the gameplay, and also combat far in excess of what's needed for the story to work (which is the standard for CRPGs), you will inevitably have people who love the story but hate the excessive amount of combat. It makes sense to accommodate them. Everyone wins. The "combat players" still have their challenge if they want, the "story players" are happy, and the game will sell better.
I was not talking about mitigation. The "pointless" combats in BG1 are often over in 15 seconds. Named enemies rarely took more than 60. That's *resolved*. And what exactly is a "story-driven game?" Are those the RPGs "combat players" don't really like?
Everybody does not win with your design because we still have inane combat mechanics and pointless encounters the developers don't need to prioritize intergrating into the actual game narrative bc/ they can simply provide a band-aid over the problem for people who dislike combat. Meanwhile the people who like challenges are stuck with pisspoor mechanics and repetitive, mindless encounters. The designers won't put in exposition-related combat because the Jennifer Helpers who care about that stuff won't ever see it. The game would also lack a logical resource management system.
As a sidenote:
As for cooldown mechanics, you need some way to control the balance of special abilities.
Then why do we have mana and stamina?
Hmm...I wonder if it's possible to create an "x times per combat encounter" mechanism.
It's possible, 4th edition D&D tried it. Of course they never answered why my highly trained warrior could only deliver one "wolf's fang strike" per encounter.
Modifié par Joy Divison, 12 juillet 2013 - 02:40 .





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