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<blockquote data-quote="Celebrim" data-source="post: 4213407" data-attributes="member: 4937"><p>Uhhh... isn't this a design issue? That isn't the sort of thing that would make a system hard to turn into a cRPG. You establish those kind of things at design time. Humans can make those decisions. The things that are hard to code for are things that require interpretation at run time, and 4e's design is designed to be clean at run time. </p><p></p><p>The only real difficulty in interpretation (and I don't want to minimize this one because it was for example huge in porting SFB to real time) is going to be moving from turn based to continious play. But thats a challenge for any turn based game. I don't see that 4e brings alot that is difficult at that level that you didn't have to deal with in 3e except the Warlord - who has alot of powers that are specifically written for turn based and not designed with UI's in mind. So you'd have to do some changes in how the Warlord buffs opponents in terms of the movement he grants, but other than that 4e is easy. </p><p></p><p></p><p></p><p>But computer programs don't mind special cases. In fact, until recently everything in a game was treated as a special case. It's only recently that we are starting to see 'universal' game physics where everything is a 3D object modeled by the same rules, or universally morphable terrain rather than (for example) specific walls or objects flaged as DestroyOK. Having special cases presents no real challenge to a programmer. Trying to make everything universal - now that's hard. In fact, its so hard that no one does it. </p><p></p><p>Next time you see Chris, ask him if he knows who Celebrim is.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4213407, member: 4937"] Uhhh... isn't this a design issue? That isn't the sort of thing that would make a system hard to turn into a cRPG. You establish those kind of things at design time. Humans can make those decisions. The things that are hard to code for are things that require interpretation at run time, and 4e's design is designed to be clean at run time. The only real difficulty in interpretation (and I don't want to minimize this one because it was for example huge in porting SFB to real time) is going to be moving from turn based to continious play. But thats a challenge for any turn based game. I don't see that 4e brings alot that is difficult at that level that you didn't have to deal with in 3e except the Warlord - who has alot of powers that are specifically written for turn based and not designed with UI's in mind. So you'd have to do some changes in how the Warlord buffs opponents in terms of the movement he grants, but other than that 4e is easy. But computer programs don't mind special cases. In fact, until recently everything in a game was treated as a special case. It's only recently that we are starting to see 'universal' game physics where everything is a 3D object modeled by the same rules, or universally morphable terrain rather than (for example) specific walls or objects flaged as DestroyOK. Having special cases presents no real challenge to a programmer. Trying to make everything universal - now that's hard. In fact, its so hard that no one does it. Next time you see Chris, ask him if he knows who Celebrim is. [/QUOTE]
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