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May 13th, 2012, 14:10
Originally Posted by Demiath View Post
Maybe I'm just stating the bleedingly obvious here, but I think we need to be very careful about how we phrase this complaint. The limit is not in the grid-based structure as such (i.e. that you can only move in four directions); it's that the rigid Dungeon Master formula - and an engine built exclusively to emulate said formula - focuses on Myst-like mechanical puzzles and dungeon mapping and not much else.

In principle, however, you could make a deep story-oriented game like Planescape Torment within a grid-based structure just as easily as a mere Dungeon Master clone (see Irien's comment above). A good example is Wizardry VII, which is more or less an open world game with lots of complex NPC interactions and emergent gameplay possibilities but still grid-based in its perspective and controls.
I agree. Grid-based structure is one of the limiting factors but not everything. I should have used a more precise phrase.
Thanks for the clarification.
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