walkingdarkly;n9505301 said:
Before other franchises, CDPR should do more with Cyberpunk like make an Isometric turn based combat game in the veins of the old Syndicate games...that game kicked so much butt.
kofeiiniturpa;n9507781 said:
Let's not beat about the bush here, this
Fallout 2 Combat
is what people are really talking about with classic turn-based isometric combat.
Let's be honest about this: Most people think this kind of combat sucks, and not without reason.
There's something that's not immersive or fun about taking 5 minutes to kill 4 bad guys, where "aim at head" "fire" "end turn" is the combat loop.
Classic style FPS games like Painkiller, or Strafe, are built clearly for that, marketed around that, by people passionate about those mechanics..
They exist for the sake of their mechanics.
There are plenty of RPG's built in this style for exactly that reason.
But to say a game that isn't designed to be purposely old school "should" be just doesn't have any reasoning behind it.
Individual preference, which may or may not be of the minority view, is not a real reason.
Neither is an opinion of "real time combat is too common" or "there are to many games with that combat system already."
To say that game based of PnP should be turn based is like saying it should also be text-based, it's wrong to hold progression back because of nostalgia.
And yes, when you take something that most people wouldn't like, and replace it with something that most people do like, that is progression.
I might not like it, I might not be in the majority, but I acknowledge it.
And no, there's no inherent reason why a video-games needs to match exactly a PnP, if that were the case, then they could just say "get the paperback copy" and save everyone the bother.
I think it's inherently understood about adaptions from different mediums or style of mediums that the point is to take the strengths of each, and leave the weaknesses at the door.
Some things are either "Coke or Pepsi" preferences and then some other things are favored over the other by a factor of 10 to 1, and not without reason.
It is worth discussing these things when we are talking about critical gameplay loops, because some people believe they are refined for wishing to cling to the game mechanics around the MS-DOS period.