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Forked Thread: GTS 2009 D&D Seminar - 4e video game
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<blockquote data-quote="Cadfan" data-source="post: 4760305" data-attributes="member: 40961"><p>Two quick comments.</p><p> </p><p>1. The "partially real time, partially turn based" isn't that uncommon in CRPGs. Several bioware games defaulted to real time, but ran on clearly defined initiative sequences, and allowed you to pause at will and issue commands which were then carried out during your next time up in the initiative line. Functionally, that's a turn based rpg pretending to be a real time rpg, with a really awkward interface. Improve the interface, make the game default to turn based but give each character a basic AI that will function in the real time if given no specific orders, and you'd be good to go.</p><p> </p><p>2. The illusion of freedom could still be maintained in a game where combat takes place in discrete scenes. All you'd need is an elegant system for routing the player between scenes. The same exploratory "walk around and uncover the darkness" system could even be used. Plus, the illusion of freedom, in my opinion, is more important between missions than inside the actual mission. Once you're in the castle raiding it, allowing you to wander about freely to create the traditional illusion of freedom often requires unrealistic tropes like the entire castle's militia standing at their posts waiting for you to show up and then fighting you one by one. I think that the advantages gained in being able to realistically script enemy responses would be worth any minor losses in freedom that might take place. And I suspect that few people would actually notice the loss of freedom, because it would stem logically from the responses of your enemies, rather than from an artificial barrier. "Why can't I leave and rest after beating up half the orcs in the cave? Oh, because if I do, they'll execute the hostages, or pack up the McGuffin and hide it somewhere else where I'll never find it, or call in twice as many reinforcements."</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4760305, member: 40961"] Two quick comments. 1. The "partially real time, partially turn based" isn't that uncommon in CRPGs. Several bioware games defaulted to real time, but ran on clearly defined initiative sequences, and allowed you to pause at will and issue commands which were then carried out during your next time up in the initiative line. Functionally, that's a turn based rpg pretending to be a real time rpg, with a really awkward interface. Improve the interface, make the game default to turn based but give each character a basic AI that will function in the real time if given no specific orders, and you'd be good to go. 2. The illusion of freedom could still be maintained in a game where combat takes place in discrete scenes. All you'd need is an elegant system for routing the player between scenes. The same exploratory "walk around and uncover the darkness" system could even be used. Plus, the illusion of freedom, in my opinion, is more important between missions than inside the actual mission. Once you're in the castle raiding it, allowing you to wander about freely to create the traditional illusion of freedom often requires unrealistic tropes like the entire castle's militia standing at their posts waiting for you to show up and then fighting you one by one. I think that the advantages gained in being able to realistically script enemy responses would be worth any minor losses in freedom that might take place. And I suspect that few people would actually notice the loss of freedom, because it would stem logically from the responses of your enemies, rather than from an artificial barrier. "Why can't I leave and rest after beating up half the orcs in the cave? Oh, because if I do, they'll execute the hostages, or pack up the McGuffin and hide it somewhere else where I'll never find it, or call in twice as many reinforcements." [/QUOTE]
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