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Is there a good reason for the actionRPG elements in DAI?


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#126
Fast Jimmy

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Wulfram wrote...

Stats don't make the game tactical, rather it's the lack of reliance on player skills other than tactics that do that.

To take the Chess analogy, imagine if you could only take enemy pieces if you beat your opponent in an arm wrestle. That would stop being a very tactical game, unless you had two very well matched arm wrestlers.


Brillaint.

#127
Ianamus

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Fast Jimmy wrote...

EJ107 wrote...

Fast Jimmy wrote...

If I can give an order to attack an opponent, then the player's skill of being able to slice at the enemy like in a Wii game is an action-game mechanic. If, instead, my chance to hit is based off the character's stats and skills, that is a tactical-game mechanic. Controlling a party should be about managing your characters and their skills, not directly assuming control to allow player skill to determine the outcome. That's true if you have one character that you control in a party like ME or a game that only has one character throughout, like The Witcher or Dark Souls. 


I still don't see how dice rolling to determine hit chances is tactical in and of itself. Positioning your characters right and creating impassable areas using the wall of frost are tactical, as is healing a low health ally or moving your characters out of harms way, be it by right clicking them to move or using an activated skill to make them dodge (which is what I think this roll ability is). Managing your resources, like antivan fire, health potions or non-regenerating hit points is tactical. 

But I don't see how a guaranteed hit chance if you right click the enemy or use an attack ability is any more tactical than a randomised chance to hit the enemy based on character stats. Just because something is randomised based on stats doesn't make it particuarly tactical. In fact I'd argue that randomness is in direct contrast to tactics. Dodging with an activated ability is something I would consider more tactical than dodging based on a dexterity stat chance, which you have no direct control over. 

Stats =/= tactics is what I'm trying to get at here. Chess is essentially a tactical game after all, and does not have stats or hit points. 


Does making it so that if I slice my mouse across the screen in just the right fashion, my cursor follows and I am able to make a hit anymore tactical? Is timing it so that I if I swing my sword at the exact 1.26 seconds after the enemy goes through their scripted "alert move," identifying that they are going to be open to attack, more tactical? 

Tactics are having a set of strategum and concepts that are used to overcome obstacles. An example could be tactics being used to have my tank to draw enemy attention while my ranged fighters pick off targets. A game grounded in party-based mechanics and tactics should reward this. If, however, my ability to aim an arrow is now player based, I can snipe an enemy from entirely across the screen with 100% accuracy... is that tactical? If my tank becomes worthless because I don't time my blocks correctly due to slow player reaction... is that tactical? 

I'd say it isn't. I'd say it hinges the success of the individual action over the concept of the overall tactics employed. The skill of my character's ability to aim a bow should determine if they hit their target or not. The skill of me, as a player, to know how to use my characters in coordination to the best effect against certain types of enemies, should be the measure of skill in a tactical game.


a plan, procedure, or expedient for promoting a desired end or result.
of or pertaining to arrangement or order; tactical. 


I don't know, I think it's a mixture. Some "twich" combat elements are not tactical, but some stat-system elements are not particuarly tactical either. I think good use of tactics in these sort of games comes down to a mixture: planning your evasions and positioning your aoe's correctly and at the right time while also using building your companions effectively and managing your resources. That's all tactical. 

Saying one system is inheritly more tactical than the other isn't right though. It's more an argument of "twitch" verses turn based gameplay than of tactical vs non-tactical gameplay. 

Modifié par EJ107, 04 septembre 2013 - 05:32 .


#128
JWvonGoethe

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I like playing shooters (Half-Life, Doom, Metro, Quake, Bioshock, CounterStrike) as well as RPGs (NWN, Mass Effect, Dragon Age, Fallout, The Witcher, KOTOR), but I like getting a different experience from each genre, as well as having each game within that genre be unique in some way.

This isn't about looking down at other genres, it's a legitimate concern that gameplay is becoming homogenised across different genres, which ultimately means there is less meaningful choice in the marketplace for gamers. This is perhaps less of a concern when it comes to low-budget indie titles, though.

However, while DA:I's gameplay looks different from its predecessors, it doesn't look much like any other game on the market. There seems to be almost two different gameplay styles - action/twitch and a more tactical top-down pause and play - which I think will give a real sense of agency in deciding how to play and I'll really enjoy switching between them, or, on some playthroughs, sticking with one or the other. So, for me, while there is a valid point to be made about games becoming too similar to one another, I definitely don't think this criticism applies to Inquisition - at least, not from what I've seen of the game.

And I'm glad the auto-attack seems to be returning.

Modifié par JWvonGoethe, 04 septembre 2013 - 05:31 .


#129
Ianamus

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Wulfram wrote...

Stats don't make the game tactical, rather it's the lack of reliance on player skills other than tactics that do that. 

To take the Chess analogy, imagine if you could only take enemy pieces if you beat your opponent in an arm wrestle. That would stop being a very tactical game, unless you had two very well matched arm wrestlers.

You certainly can have a tactical game with no randomness.  But it certainly seems like characters should have some way to avoid getting hit, even if you're engaged at close range, and without putting it down to the players reflexes rolling a dice is a sensible way of representing that.


It's not really a matter of reflexes though. Not when the game has a pause function. 

#130
Twisted Path

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The fact that Inquisition looks to be a lot more hack-and-slash than click-and-command is the one really disappointing thing to come out of the recent media blitz. I really enjoy a good action RPG (I consider Fallout: New Vegas to be one for instance, and it's one of my favorite games,) but it's sad that another sort of RPG that I really enjoy just isn't being made anymore.

Not that party based click-and-command games where ever even Bioware's bread and butter. The Mass Effect games were certainly a form of action-RPG and I think Jade Empire was too (I could be wrong, I hardly remember any of Jade Empire.)

#131
upsettingshorts

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I'm struggling to see how anyone can interpret the PAX demo as being anything but a testament to how you can play the game via tactical commands AND/OR over the shoulder. It's kind of baffling. They literally showed both. Both worked.  

Also the devs went on record as saying they deliberately overpowered a bunch of party abilities - to HUGE degrees -  so the fights would end quickly for the sake of presentation time.  So... what's the problem?

Twisted Path wrote...

Not that party based
click-and-command games where ever even Bioware's bread and butter. The
Mass Effect games were certainly a form of action-RPG and I think Jade
Empire was too (I could be wrong, I hardly remember any of Jade
Empire.)


The combat portion of Jade Empire's gameplay is closer to The Witcher 2 than to any other game BioWare has done.

Modifié par Upsettingshorts, 04 septembre 2013 - 05:47 .


#132
force192

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Allan Schumacher wrote...

Rawgrim wrote...

So if the tactical camera is back, there should be an auto attack toggle no? It kind of defeats the purpose if the player has to use "twitch combat" anyway?


It was hastily done and still needs work, but the tactical camera mode supported the "selected character" continuing to attack without further input, when the "engage" mode was activated (i.e. when time is progressing while in Tac Cam mode)


So
does that mean that when we are in Over The Shoulder camera all the basic
attacks are manual (I/e needed to press the attack button everytime you want to
do basic attacks, like the console version of DA2 ) Where as if we are in the Tactical
Camera all the basic attacks will be auto attacks (I/e just select a target and
your character will keep attacking, Like DA:O)  If that is the case
will this be for all platforms are just the consol versions? (like it was with
DA2) 

#133
Cainhurst Crow

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wildkeny wrote...

Fast Jimmy wrote...

wildkeny wrote...

dduane o wrote...

trafalgar law: I sincerely hope they take the dodge roll feature out. It defeats the purpose of DEX, CON and armor. Unless there are some limitations, I can easily play as a warrior, pump everything into STR and solo the game with ease.


Dark Souls has DEX CON and armor. Dark Souls also has dodge roll feature.


Dark Souls is also a game where you control one character. Just like The Witcher. Or God of War.


I have to agree that it is somehow weird to see dodge and row in DA. It would be acceptable if it is just some automatical animation according to your DEX then I shall be fine (like if you have 30 DEX, you got 30% chance to dodge and row the incoming attack)


So basically a dodge roll can happen automatically and interupt you using another ability. Like, you'll be waiting for a chance to use a stunning attack, select it, and all of a sudden because the roll turned out fine with the RNG, your character does a backroll and your attack ends up cancelling and going back into cooldown?

#134
Fast Jimmy

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EJ107 wrote...

Wulfram wrote...

Stats don't make the game tactical, rather it's the lack of reliance on player skills other than tactics that do that. 

To take the Chess analogy, imagine if you could only take enemy pieces if you beat your opponent in an arm wrestle. That would stop being a very tactical game, unless you had two very well matched arm wrestlers.

You certainly can have a tactical game with no randomness.  But it certainly seems like characters should have some way to avoid getting hit, even if you're engaged at close range, and without putting it down to the players reflexes rolling a dice is a sensible way of representing that.


It's not really a matter of reflexes though. Not when the game has a pause function. 


That's silly. The old NES version of Mario had a pause button, which left the screen exactly how it was during gameplay (no different pause screen). That didn't make it any less of an action-platformer game.

#135
Ianamus

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Fast Jimmy wrote...

EJ107 wrote...

It's not really a matter of reflexes though. Not when the game has a pause function. 


That's silly. The old NES version of Mario had a pause button, which left the screen exactly how it was during gameplay (no different pause screen). That didn't make it any less of an action-platformer game.


What I'm saying is that when you can pause combat and issue commands you don't have to be quick with your reflexes. All you have to do is push the spacebar, or whatever key/button pauses combat when you see any sign of danger and can issue dodge/attack/whatever commands at your leisure. It's not like true "twitch" based combat where you have a limited timeframe to issue the commands. 

Modifié par EJ107, 04 septembre 2013 - 06:19 .


#136
Ecmoose

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Maybe the dodge feature is a way to avoid those otherwise "unavoidable" attacks like from Dragon Age Origins. Ogres would start to charge me, and I would still get knocked down even if I was on the other side of the battlefield when the move ended.

So hopefully they'll still have evasion and dex and con, and they'll leave the dodge roll to help you avoid special attacks with positional requirements.

#137
Han Shot First

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Kaiser of Hearts wrote...

What's an action rpg element?


This.

What features are we talking about here?

#138
MDCT506

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Wulfram wrote...

Stats don't make the game tactical, rather it's the lack of reliance on player skills other than tactics that do that. 

To
take the Chess analogy, imagine if you could only take enemy pieces if
you beat your opponent in an arm wrestle. That would stop being a very
tactical game, unless you had two very well matched arm wrestlers.


Well, there is chess boxing...  While not exactly the same as what you suggest, it is still kinda hilarious. 


EJ107 wrote...

What I'm saying is that when you can pause combat and issue commands you don't have to be quick with your reflexes. All you have to do is push the spacebar, or whatever key/button pauses combat when you see any sign of danger and can issue dodge/attack/whatever commands at your leisure. It's not like true "twitch" based combat where you have a limited timeframe to issue the commands. 


On the other hand, if you see a sign of danger near to your character, you could simply roll away from the source.  How is it any more or less "twitch" to hit the key for roll/dodge than it is to hit pause in time to avoid getting stomped by a dragon once you know it's about to happen?  You either hit the button in time or you don't. 

Modifié par MDCT506, 04 septembre 2013 - 06:29 .


#139
Ianamus

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MDCT506 wrote...

On the other hand, if you see a sign of danger near to your character, you could simply roll away from the source.  How is it any more or less "twitch" to hit the key for roll/dodge than it is to hit pause in time to avoid getting stomped by a dragon once you know it's about to happen?  You either hit the button in time or you don't. 


I suppose it isn't, but there are people here who have said that they dislike the addition of the roll feature because it means you need the hand-eye co-ordination to make the evasion in time, which is what I was arguing against. As you said, it isn't much different to pausing the in time to issue further commands, which is something you can do in previous games. And since you can pause the game whenever you want you have more ability to control your timing and direction with the roll than in games without a combat pause feature. 

Modifié par EJ107, 04 septembre 2013 - 06:34 .


#140
Provi-dance

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I can surely appreciate such action elements in a game like HoN or DotA where you need hand-eye-brain coordination and fast reactions, but surely not in a game like Dragon Age where I control an entire party, decide what everyone does (without click NOW to DODGE or be SMASHED!), and enjoy the slow paced combat letting stats do their thing. Yes, preparation is of utmost importance.

#141
Eveangaline

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To try to make the best game they can.

#142
Rawgrim

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Allan Schumacher wrote...

Rawgrim wrote...

So if the tactical camera is back, there should be an auto attack toggle no? It kind of defeats the purpose if the player has to use "twitch combat" anyway?


It was hastily done and still needs work, but the tactical camera mode supported the "selected character" continuing to attack without further input, when the "engage" mode was activated (i.e. when time is progressing while in Tac Cam mode)


Thanks for the reply.

#143
Rawgrim

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force192 wrote...

Allan Schumacher wrote...

Rawgrim wrote...

So if the tactical camera is back, there should be an auto attack toggle no? It kind of defeats the purpose if the player has to use "twitch combat" anyway?


It was hastily done and still needs work, but the tactical camera mode supported the "selected character" continuing to attack without further input, when the "engage" mode was activated (i.e. when time is progressing while in Tac Cam mode)


So
does that mean that when we are in Over The Shoulder camera all the basic
attacks are manual (I/e needed to press the attack button everytime you want to
do basic attacks, like the console version of DA2 ) Where as if we are in the Tactical
Camera all the basic attacks will be auto attacks (I/e just select a target and
your character will keep attacking, Like DA:O)  If that is the case
will this be for all platforms are just the consol versions? (like it was with
DA2) 


I belive you get the tactical camera for all versions.

#144
Wulfram

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To be honest I think the manual dodge stuff in DA2 wasn't so much tactical or action so much as it's just bad. I mean, I'm fairly sure it's supposed to be going for a middle ground between action and tactical, but the outcome is something that really doesn't challenge much on either ground - it just makes using multiple melee characters a pain in boss fights.

Modifié par Wulfram, 04 septembre 2013 - 07:20 .


#145
wildkeny

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Darth Brotarian wrote...

wildkeny wrote...

Fast Jimmy wrote...

wildkeny wrote...

dduane o wrote...

trafalgar law: I sincerely hope they take the dodge roll feature out. It defeats the purpose of DEX, CON and armor. Unless there are some limitations, I can easily play as a warrior, pump everything into STR and solo the game with ease.


Dark Souls has DEX CON and armor. Dark Souls also has dodge roll feature.


Dark Souls is also a game where you control one character. Just like The Witcher. Or God of War.


I have to agree that it is somehow weird to see dodge and row in DA. It would be acceptable if it is just some automatical animation according to your DEX then I shall be fine (like if you have 30 DEX, you got 30% chance to dodge and row the incoming attack)


So basically a dodge roll can happen automatically and interupt you using another ability. Like, you'll be waiting for a chance to use a stunning attack, select it, and all of a sudden because the roll turned out fine with the RNG, your character does a backroll and your attack ends up cancelling and going back into cooldown?


No need to interupt your using abilities. It can just dodge the attack followed by the ability you chose. Or to be even better, it can act differently depending on the ability you choose (like you dodge the attack but stunning the enemy at the same time like in some kongfu movies...)

#146
Angrywolves

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Bioware's been consistently moving in that direction with both the DA and ME franchises .
Hardly a secret.

#147
thebatmanreborn

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When I think of RPG, I don't necessarily think of "tactical." Tactical or strategy make me think of the RTS genre, one I used to be very much into. Games like Command & Conquer, Warcraft, Starcraft, etc. I don't think of stats either to be honest.

I think of two things: story and immersion. When I play an RPG I expect a great story, equal to the kinds of storytelling I'd find in a novel or movie (novels being immensely better than movies). I also expect to be immersed into the story world. Indeed, isn't that the uniqueness of video games over other media platforms?

Yes, I like tactical combat, but I have always hated the tactical system found in Final Fantasy. I always felt the combat killed the immersion. Action RPG's..man, I think of Zelda (Orcana of Time being my fav of the Zelda series...need to play Skyward Sword sometime)...and that combat needs to immerse you just as much as every other aspect in the gaming world. I want to maintain control over my characters actions.

It is not about COD or whatever. For me it is about immersion and story. Now, mix action combat with tactical and I think you have a real gem on your hands.

#148
Nefla

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I like twitch, and that aint twitch.

#149
Maria Caliban

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For a large number of people, RPGs never moved beyond wargames so how combat is handled is vastly important. DnD is the exemplar of this.

BioWare never moved beyond this, partially because of the adherence to a party-based design.

#150
aphelion4

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I like the dodge roll. It doesn't make any sense to stand still when you're being wailed on, and I hate it when games make it so you can't avoid an enemy attack no matter your distance from the enemy. I'd also be up for full, manual blocking and such like in Skyrim. I hate relying on RNG chances in pretty much everything. Why would a tank with a shield sit there and not use his shield to block every attack ever? It's weird if they're trying to go for a more realistic edge in combat and not have it.

They took out health regen, why not add in full manual combat? 8D

Modifié par aphelion4, 04 septembre 2013 - 11:26 .