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Ryan Dancey on Redefining the Hobby (Updated: time elements in a storytelling game)
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<blockquote data-quote="Lonely Tylenol" data-source="post: 3699520" data-attributes="member: 18549"><p>I think MMORPGs actually fail at tactical play. The variables are too limited, the encounters too routine, and the realtime movement and action system too messy. Give me a tile-based, turn-based tactical game with dozens of sourcebooks worth of options over a single avatar that has a cripplingly limited repertoire of options with which to slog through 500 hours of identical combat situations that require no tactics because combat is automated anyway, any day. Diablo was fun for about the first three levels, after which I just took every character class for a test drive to see what they could do, and then dropped it. It failed to satisfy my desires for complicated tactical combat. I played WoW for a week, and then dropped it as well, when I realized it was just Diablo again, but with more character classes and prettier backgrounds.</p></blockquote><p></p>
[QUOTE="Lonely Tylenol, post: 3699520, member: 18549"] I think MMORPGs actually fail at tactical play. The variables are too limited, the encounters too routine, and the realtime movement and action system too messy. Give me a tile-based, turn-based tactical game with dozens of sourcebooks worth of options over a single avatar that has a cripplingly limited repertoire of options with which to slog through 500 hours of identical combat situations that require no tactics because combat is automated anyway, any day. Diablo was fun for about the first three levels, after which I just took every character class for a test drive to see what they could do, and then dropped it. It failed to satisfy my desires for complicated tactical combat. I played WoW for a week, and then dropped it as well, when I realized it was just Diablo again, but with more character classes and prettier backgrounds. [/QUOTE]
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Ryan Dancey on Redefining the Hobby (Updated: time elements in a storytelling game)
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