Gambling doesn't mean it's random win, and a point, 90% is gambling.
I gave up play RTS since long but in general I also notice the feeling of repetition in action games is coming faster. But many turn based games don't do that well either and feel repetitive too for me. The real difference is some of them are saved because there are large margins of experimentation, not the most efficient, but for curiosity and it saves those games by increasing a lot the diversity, by myself.
Ok, but then most games are gambling then.
Many games have min-max damage. That’s gambling too.
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Not sure what's your focus on action games, at least in RPG, none I remind generated smart and complex action gameplay, smart and complex tactics or even strategies. Perhaps some RTS? Other than that, what RPG?It means nothing. Gameplay is at core repetitive. The basic gameplay unit is repetition. Or playing would turn quite difficult.
As to diversity, ugoigo is less demanding than real time products. It makes experimenting more accessible, especially as players can compensate more easily with their skills in UgoIgo than real time.
Otherwise, real time products bring at least as diversity as ugoigo do. Usually more.
Not sure what's your focus on action games, at least in RPG, none I remind generated smart and complex action gameplay, smart and complex tactics or even strategies. Perhaps some RTS? Other than that, what RPG?
I want see your action game, even more in RT RPG, requiring be smarter than a game like Chess or King's Bounty : The Legend. In that last time tactics are a thing, I doubt any action game have anything that complex and from very far. Sure you repeat a chess knight moves or anything, and what? Repeat means nothing, the context makes all the difference.
I wonder if you aren't confusing depth and difficulty. There's countless action game that can be very difficult and totally superficial. Real time and be under pressure never allowed have deeper and smarter analysis, and you could be a genius that it will change nothing.
The topic is existing RT/TB model in games.Reading the whole thing suggests that the UgoIgo route is taken.
That's a nice theoretical arguing but facts show again and again that real time RPG have superficial combats with a strategy and tactical level very minimal and non interesting by itself.Reading the whole thing suggests that the UgoIgo route is taken.
UgoIgo has this that thinking ahead is optional as anything happens through step by step, any outcome is taken as it goes. Do not hit then this, hit then that.
Things are taken as they happen. One thing at a time.
RT products do not allow that kind of luxury.
The plan is designed ahead of its execution (something UgoIgo players fail to integrate) and executed. With experience, players can branch in to variations in the plan as execution is seldom flawless.
Waxing for hours over a sixty hit chance that deals ten damage or a sixty six hit chance that deals eight damage is certainly a sign of deeper or smarter analysis.
And in most games there is no real "calibration" to what impact it has.
Grand Strategy Games from paradox are an exception. Playing it in real time all the time, will be extremely hard, yes, depending on the speed setting you chose. But pressing pause more than a once every couple of seconds makes no sense most of the time.
RPGs usually use it differently: You profit from pressing pause twice per second, up to maybe 4 or 5 times per second. The higher the frequency, the easier the combat will be. But a fight with such a freqency has a worse flow than a similar turn based game would have.
The topic is existing RT/TB model in games.
Not something impossible to visualize like squareroot(-1).
Anyway you can have endless debates and attempts to indicate why one is better than the other but in the end it just about which one you prefer.