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October 16th, 2012, 00:55
Originally Posted by Pessimeister View Post
I find that quote a little frustratingly short-sighted of the fact that in just as many cases, (perhaps more!) older RPGs featured turn-based simulations as a chosen design feature. It wasn't just the technological limitations causing these choices.
Thus, this "nothing more" than a creative workaround idea is a little misleading and doesn't reflect the whole truth.
I was actually going to agree with his statement until I remembered that arcade ports and action games, though greatly simplified by today's standards, were far and away the most popular type of game out there.

That said, there is an element of truth to it. The "blow up" system that Garriot evolved out of DnD for example was a great workaround for the limitations of the technology. Same with the tile system in general.

What's fascinating is that, with the exception of the FP smooth scroller, attempts to move beyond some of these workarounds have met with limited success. Its why new generations of gamers always tend to go back there to try and capture the look and feel of these games.

Developer of The Wizard's Grave Android game. Discussion Thread:
http://www.rpgwatch.com/forums/showthread.php?t=22520
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