Lazy git is probably sodding off, playing video games or some such.Where is @blank_redge when you need him?
Lazy git is probably sodding off, playing video games or some such.Where is @blank_redge when you need him?
I tried to find mention about "menus of actions" in regards to turn-based combat, but I couldn't. Can you give a link to it?
I see. He should check out X-COM: Enemy Unknown. There is a lot of action in there, despite game being "menus of actions" and turn-based.I think what he means, ( and thank you, Hoplon, for clarifying your earlier comment to kof), is that turn-based combat is mostly consistent of picking a choice from a range of chioces presented, leisurely, akin to ordering food from a restaurant. You know, select Guy A to move to Position B, activate Power C, etc.
You have strange notion that it has to be action in order to be exciting. I found combat exciting, because it was lethal. You had to use your turn in a way that maximized your gains and minimized risks, because there was always risk in the background of each action. It was by no means safe action. The only reason I see CP77 not fitting into this system is when you're not having a team, especially when combat is supposed to be lethal. On the other hand, Fallout had fairly limited team (or no team at all) and it did pretty well.X-Com wasn't very exciting, combat wise. It was fun and kind of gulp-oh-crap-phew-my-turn-now exciting, but not run-run-hide-grenade-pray-shoot-jumpincar-yeehaw-still-alive exciting.
It was action-on-pause, or safe action.
Dying in video game ain't scary in general. I fail to see how dying in a FPS game is somehow more scary than having your squad wiped out in a turn-based game. It's a matter of opinion I guess. It's pretty clear there are two ways to go about this. As for losing pieces? Replace anonimous pieces with your character and NPCs. It gets much more ugly that way, because you're not betting on easily replaceable pieces anymore.So's chess and checkers - you lose a piece, it's gone. But it's not -you- and it's not scary. It's just a piece and besides, you have time to go get a drink and think your next move over.
That's the point. It was tense, because of how action developed through the course of the battle, not because you were 0.5 second slower than your opponent or there was a timer that forced you to play your orders in a hurry. Fear factor was placed elsewhere, but it was there.The situations themselves could be tense - the base invasion on Ironman, Hard, yeah, that was some tense fun. But the actual battling, the gameplay of the fight, no, there was no reason to sweat, because you had lots of time to make your moves. And it was just guys on a screen, far below.
It sounds more like it's how you narrate your PnP sessions, not general rule how CP2020 plays. I would appreciate a source, because I have trouble finding anything on time constraints in CP2020 (or PnP RPG games in general).CP 2020 combat is exciting in PnP partly because it's your only character and partly because it's pretty quick. Unlike in X-Com, their is a timer and it's a short one. I typically want an answer from my player immediately. Like, right now. They have to think on their feet. I interrupt their actions and they interrupt enemy actions and we form a rolling narrative.
I don't see it quite that way. Tough decisions and hard choices, lethal, yes. But (real) time only matters depending what the goal of the combat is. In a regular shooter like Call of Duty, reaction time is obviously an issue. But it gets harder when you have an RPG in your hands where there are supposed to be set of progressive statistics that represent the characers abilities.Combat, exciting combat, is a frenetic decision factory, where time is tight and choices hard.
...
I want it fast, furious and deadly. 3.2 seconds and you're dead or they are, just like the PnP.
Not quite true. Firstly, you have control. You influence the odds to tip them in your favor. I suspect it's no different than PnP CP2020 in this regard. Secondly, you don't play a film, because a film is passive experience you have no control over. It's like story in action games (FPS games). You play some action sequences, then you watch a movie cut scene and so forth. In X-COM you decide what you do and then the outcome is visualized. That's the key difference.X-com i gave up on because the combat was just so frustratingly slow and out of my control. [...]That is the biggst problem, I am not doing anything while those animations play out and if I'm not doing it, it might as well just be a film.
It is. Kind of. Combat in NWN and KotOR is based off games like BG and combat in BG was based off PnP, which is turn-based concept.Neverwinter Night's and Knights of the Old Republic aren't turnbased, though.
Yes, it is based on PnP. But no the games aren't TB; what they are instead, is realtime with pause (RTwP) which is - imo - usually a lousy in-between compromise in attempt at speeding up the TB concept. The characters have internal attack delay clocks, and there are (sometimes) rounds, but things work in realtime (and automatically at that) and nobody's taking any turns (pausing the game in regular, or irregular intervals don't consitute as taking a turn).It is. Kind of. Combat in NWN and KotOR is based off games like BG and combat in BG was based off PnP, which is turn-based concept.
It depends on the game. Albeit I agree with Sard's position, I don't think that "scary" is the appropriate term either. "Pacing" I think is much more descriptive.Dying in video game ain't scary in general. I fail to see how dying in a FPS game is somehow more scary than having your squad wiped out in a turn-based game. It's a matter of opinion I guess. It's pretty clear there are two ways to go about this. As for losing pieces? Replace anonimous pieces with your character and NPCs. It gets much more ugly that way, because you're not betting on easily replaceable pieces anymore.
Arma with stats It sounds pretty funny said like that, but that's essentially how the early Tom Clancy games rolled:The 3 second mark was an abstract of a real time situation. If, in real time, the lethality was up the roof (as people want) and combat encounters generally taking few seconds in close quarters, I think it would be pretty horrible combat and result in a game where everyone just reloads constantly because they can't keep up or make out what is happening in the mostly close quarters events (it's different in games like Arma, where things are generally pretty slowpaced and usually team based -- and further, Arma with skills and stats dictating accuracy.... yeah, think about it....) because they lack the reflexes and/or their character too lacks the ability. I mean fast and messy is what FNFF is supposed to represent, but it's bad if the game is fast and messy at the same time. I'd reckon that'd not be very fun to play in the long run.
I can agree with this. However, it doesn't change what I've said earlier.It depends on the game. Albeit I agree with Sard's position, I don't think that "scary" is the appropriate term either. "Pacing" I think is much more descriptive.
Same can be said about emotional dilemma caused by "what to do?" and "what will he do?" scenarios in turn-based games.The beauty of HoI is that you don't really know you're winning until it's truly over and in a multiplayer setting it is a very stressful game. You can be on the high horse of victory and be stressed out of your mind as the enemy finds a way to flank you.It is that emotional rollercoaster that makes up the excellent pacing.
I find turn-based games usually deeper than action games, even those more complex (as complicated) ones. In fact I can't think of really deep action game with guns while there are many turn-based games with guns that are deep or deeper than action equivalents as action games are much more simplified in what they actually allow you to do.I don't think a TB game based on gunfights will ever be deep. Simply put, it's just not a complex setting. It's a firefight, not exactly rocket science.
X-com gave the impression of it simply not being a very deep game in spite of being turned based. The optimal strategy was bounding overwatch ad inifinitum. Occassionally, I had to use a gambit (usually /w an easily replaceable rookie) to break through --- but then his survival was more up to statistics then to l33t strategy.
Now to be fair I only played it for a day BUT the thing is bounding overwatch is pretty much the optimal strategy for EVERY TB tactical game.
1.) You can't get anywhere close to the end of a turn-based game in a day. How would you possibly know something like that if you skipped out before combat actually began to become challenging? That's like playing the first level of Mario 3 and being like, "dumb platformer guyz you can just fly through the entire game."Now to be fair I only played it for a day BUT the thing is bounding overwatch is pretty much the optimal strategy for EVERY TB tactical game.
How is that any different than learning the best way to approach different kinds of enemies in a shooter? Obviously the more you learn, the easier the game will be for you. Spoiler alert: that's true of all games.These games were "complex" because you had to know the stats & mechanics but once you knew them, the strategy proved to be awfully simple.
I don't think a TB game based on gunfights will ever be deep. Simply put, it's just not a complex setting. It's a firefight, not exactly rocket science.
Why I'm only begging for a "pause" option not slower combat. Those that like RTS combat should have it, but some folks claim that the option to "pause" ruins the game. Why I have no idea. L33Tism is my best guess ... "If you can't handle RTS you have no right to be able to play the game."Combat, exciting combat, is a frenetic decision factory, where time is tight and choices hard. As much as I sympathize with Suhiir, for example, wanting an option for the older, slower players, I have to say, I don't want combat slowed down in Cyberpunk 2077. I want it fast, furious and deadly. 3.2 seconds and you're dead or they are, just like the PnP.
Yeah, but you're supposed to think about these beforehand. Something which you're going to do if you like the game anyway.But the "depth" doesn't come from the superficial setting of "firefight". It comes from the combination of options and outcomes the player has in it, based on the enemies and their faculties, the terrain and how the PC in the situation has been built (what he is able to accomplish and to what length). The character is not tied to the limits of the controller of choice (be it mouse and KB, or Xbawks or what ever), so the player has deeper control over him so he is potentially able to perform tasks you wouldn't be able to do with your controller; or really feel the effects of.
Further more, since you have your turn to ponder about your moves, you are able to make much more indepth decisions about your next move and thinking beyond that because you (optimally) take so much more different variables into account than in a hectic realtime situation.