Fast Jimmy wrote...
If you could just press a button and skip the Redcliffe fight, would Lloyd, the blacksmith, the Elven spy and the Dwarven mercernary all just be dead automatically? If so, that would severely penalize those who use this feature. Would it let everyone live automatically? That would make it seem unnecessarily risky to ever engage in combat. Would certain NPCs always live, others always die? Then players will accuse devs of making canon certain character outcomes. Would the results be randomized? Players will then just reload the game until they get the perfect result, complaining that the devs are forcing them to waste their time with mindless load screens instead of mindless combat. Would the results be stat based? Then players will complain that the game mechanics promote only certain types of power leveling and penalized those who want to experiment with their builds, but may not want to fight in every encounter.
There are so many ways to solve this "problem" that I cannot even fathom why you consider it a problem -
1 - People who are "passing on actively fighting" (heretofore abbreviated as PAF) a combat (be that "skip", "auto-win", "fast forward" or "auto-resolve") are, at least for that combat, not interested in their efforts affecting the outcome of that particular combat. So there are several actions you can take with that assumption:
1A - If the player wants to make sure the best outcome possible happens (for whatever motivation they have for that), then they simply choose to play that battle until they get that results. Changes to the game for those players by having a "PAF" they don't select - ZERO
1B - If the player is PAF the combat but wants to be fairly sure they succeed at it, the PAF system can be designed in one of the following ways -
1B1 - auto-win (most favorable outcome happens automatically)
1B2 - auto-resolve with character build / equipment level judgement (like how Total War and Wizard's Crown determines it, or (from BioWare) how ME3 uses the aggregate War Assets score to determine how well the battle goes OR how ME2 used the enhancements to the Normandy OR how the Keep in DA:A used a NWN2 Stronghold system to determine how well it defended --- long story short, flags are set on the characters and party and compared to flags on the combat being auto-resolved
1C - If the story is dead-important that you cannot be allowed to, for cut-scenes mid-battle and other cinematic storytelling constraints, PAF a given vital combat... then no PAF option is allowed that combat. There are endless examples in games where tactics (in-character AS WELL AS game mechanics usable by the player) get de-activated for certain fights. This would be just one more example of "on the filler fights with nameless goons, you can PAF, on story-heavy key fights, you cannot PAF."
I think that's enough answer to your concerns.
Fast Jimmy wrote...
It quickly becomes a headache where any attempt to desegregate gameplay (combat) from story is considered for implementation, when it already is hard enough as is. As an example, who would ever become a blood Mage if there were negative story penalties for doing so, but where you could press a button and win every fight without a scratch? Why would you need that forbidden power when there is nothing you would actually be struggling against?
Combat has always been segregated from other gameplay in all but the most outlier of game systems (i.e. Dungeon World), this allowance of people more interested in story than personally fighting the fights, doesn't change that.
What you are complaining about is not a symptom of what is being advocated - it is a reality of the vast majority of games. At least we've moved mostly on from the days of Bard's Tale or SSI's Gold Box games, which must really bust your britches about said segregation! (I miss those days and want them back!)
That said...
Combat, even with PAF, doesn't have to be story agnostic.
Fast Jimmy wrote...
I sympathize with those who don't like combat, since I found DA2 nearly unbeatable on replays because of it. But skipping combat will forever mean combat is its own segment of the game, completely encapsulated, with no effect or consequence on anything other than "win/lose." Which ultimately hurts the game, as it is no longer attempting to be a unified experience, but a set of unconnected, fractured series of features and events. Which can seriously hurt the overall experience.
Again, I think MANY people are not combat-haters who are supportive of this function. I love me some combat! SOME combat. Not endless combat. Big reason I fell out of JRPG's long ago - the "random encounters" never left them like they did for most western RPGs. I hate random fights - I like STORY fights.
If you cut out all filler combat, all nameless henchmen battles, all arbitrary spiders and rats, and left ONLY story plotted, story significant, story-advancing fights...
I think you'd not only have your problem solved, but a lot of the desire for PAF would disappear.
You do THAT, however, and you truly DO upset the people who LOVE combat, all the combat, and want more of it. That would alienate many players. It would directly and implicitly harm the enjoyment of a good portion of the gamers who play these games.
PAF, IMO, is a far more elegant and less intrusive means of satisfying more people while changing less of the gameplay people already love.





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