Skip to content

turn-based tactical: a necessary design element for next gen RPGs with depth

2»

Comments

  • IllustairIllustair Member Posts: 878
    edited May 2013
    The pseudo real-time of BG is well-implemented (perfectly-implemented, even). But if they decide to make it more like ToEE's turn-based system, I'm fine with that as well. I just have to say that the BG engine is quite innovative. That's the same reason why I adored the KotOR series.

    Since it's close to the topic anyway. For any of those who haven't heard. There's a new Jagged Alliance (CLICK ME PLEASE!) game and it needs all the support it can get. It's a game as classic as BG, IMHO. And I believe it caters almost the same audience as Baldur's Gate. And oh, it's a turn-based game, with real-time as well when out of combat.
  • YgramulYgramul Member Posts: 1,060
    edited May 2013
    One thing to note about turn-based vs real-time:

    Turn-based encounters need a fundamentally different design. You collect much higher XP for that one singular Baalor encounter your party survives of its entire tenure (think ToEE) and thrill is greater (especially no-reload).

    Compare this to the streaming enemies model of NWN where you enter a building the size of my living room with 10 rooms in it and 100 githyanki coming at you in groups of 5 at a time. Really? That's immersion?... feh?

    Oh, and you can rest in between each group... hmph...

    (also returns a respectful nod to JA @Illustair )
  • IllustairIllustair Member Posts: 878
    @Ygramul a nod is a good start. Thanks! ...and I understand where you're coming from. Scaling of game objects is ridiculous sometimes. E.g. sometimes, from the outside, it would just be a small house; but once you get inside, it's ridiculously large. Harry Potter, anyone? But I think that's just because of what it is - scaling; not because it is real-time. Much respect for ToEE though (especially with Co8 of course)!
Sign In or Register to comment.