Fast Jimmy wrote...
Yes. Yes it is.
If you prefer, you can call it "action RPG" combat instead of twitch.
But either way - it is based on player skill, not character stats. Just like God of War, or Devil May Cry... you dodging attacks and aiming attacks at your enemies is action gameplay. Period.
Nothing wrong with it in a single player game like TW, or KoA, or Dark Souls. And it doesn't mean there isn't any strategy or tactics. But it DOES make it anti-theitical to a party-based game.
Could you control a character in KoA or Dark Souls with high Agility/Dexterity and still get hit because you didn't press the button fast enough? Could you control a character that was a lunk with the lowest stats possible and still manage to avoid all damageby being a master of dodging? Then that is action or twitch gameplay. Player skill being dominant.
For a party-based game, you have to be able to give a command to a party member and have them be able to execute that command just as effectively (or non-effectively) if the player takes direct control or if the AI is following the player's instructions. If not, where you can do a barrel roll dodge to avoid damage by timing it "just right" means that controlling the party takes a backseat to controlling one player at a time. Which is not how the DA games were built, nor the direction they should move in, according to myself as well as the DA team devs.
Oh for ****'s sakes.
Twitch gameplay is based on speed and reaction time. It carries a very, very fast pace and is reserved, usually, for action games like Devil May Cry or lightning speed shooters like Unreal Tournament. Or Quake 3. Those are games that are not influenced by character stats at all, instead relying solely on player skill to progress.
Kingdoms of Amalur and Dark Souls don't solely rely on reaction times. They have a much slower pace, and building your character is as influential on the difficulty of combat and your prowess at combat as reflex and reactions. It doesn't matter, for instance, how fast you can press a button in Dark Souls to dodge-roll. What does matter is what armour you wear and your current equipment burden. If you want fast attack, dump points into dexterity. If you want strong attacks, spend on strength. If these were twitch-based games you would need only to rely on player skill and reflexes, right? Too bad that isn't the case, or else Dark Souls would have been a **** of a lot easier to beat.
TL;DR Just because you initiate the dodge roll yourself does not make it ****ing twitch. At all. And if you notice, that's the single point of contention I've had in this thread - that people insist on referring to it as "twitch" gameplay when they have nothing to do with each other, at all. I personally don't care if DA3 has combat primarily dictated by player action or if they focus on the pseudo turn based, pause and play style from the Infinity Engine games. The inclusion of a dodge mechanic does not make your game ****ing twitchy.
Modifié par OLDIRTYBARON, 01 septembre 2013 - 03:30 .