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#351
devSin

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Sylvianus wrote...

Ok thanks folks. Otherwise, I knew I didn't dream, DA2 had already some " twich elements ", which I thought was a good thing by the way, and so for me It was already something we could get in DA.

Note that it may not have been actual twitch. It's hard to say what DA2 was really doing, but there were clear attempts to at least simulate twitch-based gameplay.

I suspect that Inquisition is going to be actual twitch (and all twitch), but there's no way to tell just yet (though I guess everything we've been shown so far doesn't really seem to indicate otherwise).

Modifié par devSin, 18 août 2013 - 01:15 .


#352
sickpixie

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Allan Schumacher wrote...

The point was that you were incorrectly focusing on our decision for DA2 (since that's the bad one and all), when the philosophy still worked in the prior game.


Did it?

"'I did feel Origins
'normal' [difficulty] was pushing too hard on the high side and no one
wants to set their game to 'casual' unless they're comfortable being
here just for the story, and that's fine. But as a player, I don't feel I
should be able to pick what's arguably the default difficulty and get
my ass handed to me again and again,' Laidlaw said." (link)

I don't believe the philosophy was quite the same either. The console versions of Origins scaled down the encounters from the PC version, which felt like it had hard as the baseline difficulty with nightmare being scaled up numerically and normal and easy being scaled down. With II, it felt like the baseline was normal and it was scaled up numerically for hard and nightmare in ways that weren't enjoyable because the base was so low.

#353
Allan Schumacher

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I'm talking about our thought process for how to address the difficulties. Whether or not that was actually the case may not be the case.

If Mike felt that DAO was still too difficult on normal, that suggests that maybe we didn't reach it.  Which is a fair enough assessment if DAO Consoles are believed to have better combat than DA2's.

Modifié par Allan Schumacher, 18 août 2013 - 01:21 .


#354
Wissenschaft

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Is anyone else reminded of Kingdoms of Amalur: Reckoning, where a warrior was able to use a harpoon skill to pull enemies toward them. I'm happy so see that idea in another game.

Modifié par Wissenschaft, 18 août 2013 - 01:34 .


#355
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Frozenkex wrote...

I think the word "twitch" is overused by some posters including you. What does it even mean, where u draw the line what is twitch and what is not. I think it would be more appropriate to name specifics "I dont like this X thing cuz its too fast" .


Too fast doesn't have anything to do with it. I didn't really mind DA ][ being fast. Twitch means it's something that depends on the player's reflexes rather than on the game system. Basically, if I can avoid an attack by hitting a button in real-time and dodging out of the way, that sounds like twitch to me.

I like plenty of fast games. I enjoyed Devil May Cry 4. It isn't a case of "I like this and I don't like that."

#356
Foolsfolly

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EntropicAngel wrote...

Frozenkex wrote...

I think the word "twitch" is overused by some posters including you. What does it even mean, where u draw the line what is twitch and what is not. I think it would be more appropriate to name specifics "I dont like this X thing cuz its too fast" .


Too fast doesn't have anything to do with it. I didn't really mind DA ][ being fast. Twitch means it's something that depends on the player's reflexes rather than on the game system. Basically, if I can avoid an attack by hitting a button in real-time and dodging out of the way, that sounds like twitch to me.

I like plenty of fast games. I enjoyed Devil May Cry 4. It isn't a case of "I like this and I don't like that."


So... would Arkham City be twitch gameplay?

Because I'm going to be honest. I have no ****ing clue what the term means whenever fandom brings it up. It's got no substance to it and can mean damn near everything that isn't turn based.

Example: in Skyrim if you're a sword and shield warrior you can shield bash enemies when they start a power attack. It will reset their animation and give them a slight stunned moment. If you have the stamina for it you can actual stun-lock a lot of enemies. There's even a perk to allow the game to slow down in that window for easier stunning.

Since that requires a 'twitch' does that mean Skyrim's twitch gaming?

#357
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Ehh this is how I see all of it, for future reference--

"twitch": ability whose success depends on the player's reflexes rather than the character's skill.

"party-based gameplay": the extent to which you can turn off tactics entirely and still have fully functional control over your party.

also

2: the extent to which you can cease player input and still have the party be fully functional through tactics.

"Twitch" can conflict with both of those, but in both cases you have to make some assumptions. In the first case you assume that the twitch element requires sustained focus on a single party member, precluding the control of other party members during that time. This isn't necessarily the case, as when you tell a character to move out of an ogre's path while paused (at least on PC), or if you press a "dodge button" while paused. In the second case you assume the tactics or AI can't be scripted to handle such twitch elements, which may generally be true. But it's not exactly impossible, as you can see basic examples in FPSes of AI leaping away from grenades or the like.

For sure, the only thing 'twitch' necessarily conflicts with is basing combat success on character skill rather than player skill. But to the extent that it's a pause and play game, and that they have always tried to sufficiently "telegraph" attacks that you're supposed to be able to dodge and I doubt it'll be any different here, the requirement for "twitch" reflexes will necessarily be limited. Beyond that it's only a matter of player skill inasmuch as you're making decisions for the character, as it has ever been.

Which is still a problem for that second definition, if the AI isn't also capable of making those decisions. But that doesn't really bother me, and I actually hope they don't shackle encounter design innovation to only things they can also code a tactic to successfully solve it.

#358
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Foolsfolly wrote...

So... would Arkham City be twitch gameplay?

Because I'm going to be honest. I have no ****ing clue what the term means whenever fandom brings it up. It's got no substance to it and can mean damn near everything that isn't turn based.

Example: in Skyrim if you're a sword and shield warrior you can shield bash enemies when they start a power attack. It will reset their animation and give them a slight stunned moment. If you have the stamina for it you can actual stun-lock a lot of enemies. There's even a perk to allow the game to slow down in that window for easier stunning.

Since that requires a 'twitch' does that mean Skyrim's twitch gaming?


Filament's definition is pretty much correct. And to answer your second question (I haven't played Arkham City, but i suspect it is twitch), Skyrim is totally twitch gameplay. It has some stats behind it--like the damage of the weapon, the armor of the opponent, your skill with your weapon, etc--but the actual gameplay is based on your reflexes: You press the left mouse button or right trigger to attack, and that's the only way you can attack. 

#359
Foolsfolly

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Lemme ask this then: what isn't twitch gameplay? Because I cannot think of a video game where the character's skill is more important than player skill. Even RPGs that are rather loved by this forums like Alpha Protocol and The Witcher are very much Player > Character in terms of gameplay.


The whole thing feels like arbitrary lines in the sand. Video game RPGs are not pen and paper RPGs. They borrow a lot of elements but they're very different beasts. And player skill is always more important in these games.

#360
andar91

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Foolsfolly wrote...

Lemme ask this then: what isn't twitch gameplay? Because I cannot think of a video game where the character's skill is more important than player skill. Even RPGs that are rather loved by this forums like Alpha Protocol and The Witcher are very much Player > Character in terms of gameplay.


The whole thing feels like arbitrary lines in the sand. Video game RPGs are not pen and paper RPGs. They borrow a lot of elements but they're very different beasts. And player skill is always more important in these games.


Games like Baldur's Gate and Icewind Dale were not twitch by their standards (I think).

What you're pointing out about games not being Pen and Paper games is actually at the heart of the issue in my opnion. Games used to be much closer to them, but they've drifted farther away. I think it's fine because they're two very different types of games, but a lot of the people on here desperately want more BG and old school stuff.

I'd rather have the new, and I don't think the general public wants to go back either. That doesn't mean old school stuff isn't fun. It's just that there have been developments in technology and gaming conventions since.

Modifié par andar91, 18 août 2013 - 02:36 .


#361
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They were not twitch in the sense of quick reflexes, but they still required player skill in the sense of making decisions for the party. BG and NWN and the like didn't have tactics menus, after all, you only had basic AI telling companions what to do. It wasn't until games like Final Fantasy XII and DAO where customizable tactics became a big thing. In a sense these games have gotten closer to what EA wants out of party gameplay, it looks like.

#362
Vaeliorin

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In Exile wrote...

Vaeliorin wrote...

Darth Brotarian wrote...

EntropicAngel wrote...

Darth Brotarian wrote...
I think you would need to go into the tactics menu and set a command to set what you want to do against certain enemies. Like what DAO and DA2 had. Course they probably have a basic knowledge of what to do already, but I don't see this feature being phased out anytime soon.

Was there a "flank" option? There was in the Advanced Tactics mod, but not in the regular game. You're talking about a step up in...AI combat function, to account for something like this.

Why yes. Yes I am.

If they're focusing on new enemy types that have specific weaknesses and strategies needed, it stands that logically, the tactics options would evolve as well to accomidate this change.

I can see it now:

If (target_has_shield) then circle_strafe

Sorry, but as far as I'm concerned, circle strafing has no business in RPGs, let alone party-based RPGs.

There has to be a way to deal with the absurdities of telekinetic ogre punches in RPGs. I appreciate that in old 2D games, where the animations were mostly hidden by the graphics, these kinds of issues did not really show up. 

However, these issues do come up in a 3D game. I think the delayed scripted autopause that Slyvius suggested is ideal. I'm going to make a thread about it.

Honestly, telekinetic ogre punches don't bother me at all.  If it is really a problem, the ideal solution is just to make the combat turn-based.  Then you don't have to worry about telekinetic punches. :D

Sylvianus wrote...
@ Andar : I agree that positioning is incredibly tactical.

Positioning is good.  Getting that position because your human opponent can't turn as quickly as you can sidestep a circle around him is silly (it was also silly in Dark Souls.)  Certainly there are enemies that it might make sense for them to turn slowly, but a dude with a shield isn't one of them.

Modifié par Vaeliorin, 18 août 2013 - 04:27 .


#363
Il Divo

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Deverz wrote...

Looks like Dragon Age with a bit of Dark Souls.

Which I don't mind at all.


I would be extremely happy if this is the case.

#364
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I could see circle strafing being a talent for rogues emphasizing their agility... like backstab just without the teleporting, kind of a rolling backstab... like Link in Wind Waker. /flameshield

I don't think it should be normally effective to just run around a shielded character who has his attention on you, unless he has a really slow attack that leaves him stuck in place as they implied is something that can happen. But that would imply shielded characters are really dumb, which may work for genlock alphas but not so much for normal humanoid characters.

#365
devSin

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Foolsfolly wrote...

Lemme ask this then: what isn't twitch gameplay? Because I cannot think of a video game where the character's skill is more important than player skill.

Origins and DA2. If you hit something in Origins, it is because your attack score is sufficient to overcome an opponent's defense—not because you swung a weapon (by pressing a button) while facing an enemy who was in range at the time of impact.

Which is why the question of whether DA3 is going to have twitch-based gameplay is important. Is it going to be a DA game as we've come to expect (whether you see any relevant distinciton or not, it's something that some people do recognize and value), or is it going to be something else (as I suspect it will be)?

That doesn't mean it would be unplayably awful, but it's not going to be the style of gameplay I'd necessarily want in a DA game.

Modifié par devSin, 18 août 2013 - 03:00 .


#366
Il Divo

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Foolsfolly wrote...

Lemme ask this then: what isn't twitch gameplay? Because I cannot think of a video game where the character's skill is more important than player skill. Even RPGs that are rather loved by this forums like Alpha Protocol and The Witcher are very much Player > Character in terms of gameplay.


Dragon Age: Origins? Any game which utilizes turn-based combat?

You're focusing on a few action RPGs here. Look especially at Bioware's earlier games and you'll find that there's very few twitch elements, aside from being fast enough to autopause, but that's still not in the same category as Dark Souls or Dragon's Dogma where success is constantly determined by your trigger finger.

#367
Il Divo

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slimgrin wrote...

I see very little Witcher stuff in there, not sure where people are getting that. Some UI elements and AI behavior maybe. But the clear influence is Dark Souls, which surprises me. And it looks straight up twitch combat to me.


One of the first enemy types you face in the Witcher are tower-shield bearing soldiers where the tactic is to get behind them and strike. The pre-alpha gameplay showed something similar.

#368
Iron Fist

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Now I miss KOTOR even more.

#369
Cainhurst Crow

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I do believe I like twitch combat a hell of a lot more, now that we have a definition more or less worked out.

I play games in order to play them and experience the story, not sit on my ass and let the computer do all the work. If that's the case I might as well pop in a lord of the rings blue ray and enjoy the hyper-realistic graphics.

#370
Il Divo

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Allan Schumacher wrote...

Because even if the player is able to focus on just playing their own character, it's still a party based game with party combat.

If you'd prefer, we could just deactivate party AI and force the player to do everything. I suspect that that wasn't what you were thinking, however.

There's a poster in this very thread that is very much into DA series for its party based, tactical combat, and he's specifically saying that his ideal is one where the party members can still be set up to behave properly so that his input is no longer required. To the point where he says he hates the moments in DAO when his inputs are required.


This actually does a great job of encompassing my philosophy and it's one reason why I rarely play above the default difficulty in Bioware games.

While it might sound odd, I enjoy party-based games and love the companion characters, but hate controlling an actual party. It's not even for the tactical aspect, but I just find all moments not spent as my character to be very boring. And that goes for a lot of other games too, simply whenever the writers decide I need to take control of a side character for an extended period of time (KotOR 2 is a great example).

Something like Jade Empire is my ideal game, in this regard. You could bring a companion character with you, but they existed entirely separate from my character. I didn't even have to order them to heal or use medpacks.

#371
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andar91 wrote...

Games like Baldur's Gate and Icewind Dale were not twitch by their standards (I think).

What you're pointing out about games not being Pen and Paper games is actually at the heart of the issue in my opnion. Games used to be much closer to them, but they've drifted farther away. I think it's fine because they're two very different types of games, but a lot of the people on here desperately want more BG and old school stuff.

I'd rather have the new, and I don't think the general public wants to go back either. That doesn't mean old school stuff isn't fun. It's just that there have been developments in technology and gaming conventions since.


That's not fair at all--that's like saying there can only be action books or romance novels. There's room for both.

What I'm arguing is, you've got practically an entire market of twitch games. Why do you feel obliged to turn one of the few non-twitch games--not only games, but a series--into twitch? YOU can play any one of a dozen (probably more) games released in the last five years--we only have a very small number. I don't see a reason for the change--and preference isn't valid enough of an answer, I don't think, because the games I most fondly remember and the games I'm looking forward to the most (Watch Dogs and Final Fantasy XV) are completely twitch games.

Modifié par EntropicAngel, 18 août 2013 - 03:28 .


#372
AntiChri5

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Il Divo wrote...

slimgrin wrote...

I see very little Witcher stuff in there, not sure where people are getting that. Some UI elements and AI behavior maybe. But the clear influence is Dark Souls, which surprises me. And it looks straight up twitch combat to me.


One of the first enemy types you face in the Witcher are tower-shield bearing soldiers where the tactic is to get behind them and strike. The pre-alpha gameplay showed something similar.

Thats hardly unique to The Witcher.

#373
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EntropicAngel wrote...


What I'm arguing is, you've got practically an entire market of twitch games. Why do you feel obliged to turn one of the few non-twitch games--not only games, but a series--into twitch?

None of them are in Thedas.

#374
Il Divo

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AntiChri5 wrote...

Il Divo wrote...

slimgrin wrote...

I see very little Witcher stuff in there, not sure where people are getting that. Some UI elements and AI behavior maybe. But the clear influence is Dark Souls, which surprises me. And it looks straight up twitch combat to me.


One of the first enemy types you face in the Witcher are tower-shield bearing soldiers where the tactic is to get behind them and strike. The pre-alpha gameplay showed something similar.

Thats hardly unique to The Witcher.


Certainly not unique, but as a relatively recent, extremely popular game which drew immediate comparisons to DA2, I wouldn't say it's an invalid comparison. Even the staggered animation of the shield soldiers looks similar, although this is also coming from someone who replayed TW2 about a week ago.

#375
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Filament wrote...

EntropicAngel wrote...


What I'm arguing is, you've got practically an entire market of twitch games. Why do you feel obliged to turn one of the few non-twitch games--not only games, but a series--into twitch?

None of them are in Thedas.


Agreed. At the end of the day, every fan wants what's going to make their particular experience most enjoyable.

I prefer twitch mechanics, but Dragon Age has a host of other features that I also love/enjoy. Adding twitch mechanics sweetens the deal (imo).