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What Makes RPG Combat Good? @ Joystiq
April 11th, 2012, 11:32
taking turns is like gay sex , not for me
April 11th, 2012, 14:49
*Alrik drops in*
Why do RPGs have to have combat at all ?
*Alrik drops out*
Why do RPGs have to have combat at all ?
*Alrik drops out*
—
“ Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius – and a lot of courage – to move in the opposite direction.“ (E.F.Schumacher, Economist, Source)
“ Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius – and a lot of courage – to move in the opposite direction.“ (E.F.Schumacher, Economist, Source)
April 11th, 2012, 14:54
Good combat is about interesting choices that have significant and correspondingly interesting consequences.
Actually, that's what all good gameplay is about.
Amazing how many designers don't understand this simple thing about human psychology.
Actually, that's what all good gameplay is about.
Amazing how many designers don't understand this simple thing about human psychology.
April 11th, 2012, 15:38
Originally Posted by Alrik FassbauerAt the risk of sounding like Hepler, I'd be quite OK if there was an "autoresolve" button (a la Medieval Total War campaign) *provided* that a) the autoresolve was based on build/tactic choice (as opposed to what Hepler wanted, ie an auto-win/fast forward) and b) the story was top notch and c) a core non-combat gameplay aspect was very strong. Just an interactive movie on its own probably wouldn't float my boat.
*Alrik drops in*
Why do RPGs have to have combat at all ?
*Alrik drops out*
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