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Why Must I Kludge My Combat?
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<blockquote data-quote="xechnao" data-source="post: 5202033" data-attributes="member: 58105"><p>I am positive that a game can be designed where this does not happen. Interesting action choices for fighters without the grid. There is a bunch of games that have been doing this, for example "The Riddle Of Steel". It uses no minis but the system has tactical choices that have to do with medieval martial equipment esoterics. Personally I am not interested in this kind of thing -but it is proof that what you are talking about is not true. Personally, I want combats to play out like what you see in "Prince of Persia" and this to be done on mechanics that support this sort of thing. I am trying to see how to design something that can be like this.</p><p> </p><p></p><p> </p><p>BattleTech uses a grid. Battlefield importance is not the same as grid gameplay. You could abstract the important points of a battlefield and the way of interacting with them. There are many ways to implement battlefield importance. Depending on the media itself, a narrative will approach it differently than a cinema film, a tabletop game will approach it differently than a video game. Moreover, narratives, cinema, tabletops and video games, all within their own medium have possibilities of different ways and techniques that can have different results and effects for the final product.</p></blockquote><p></p>
[QUOTE="xechnao, post: 5202033, member: 58105"] I am positive that a game can be designed where this does not happen. Interesting action choices for fighters without the grid. There is a bunch of games that have been doing this, for example "The Riddle Of Steel". It uses no minis but the system has tactical choices that have to do with medieval martial equipment esoterics. Personally I am not interested in this kind of thing -but it is proof that what you are talking about is not true. Personally, I want combats to play out like what you see in "Prince of Persia" and this to be done on mechanics that support this sort of thing. I am trying to see how to design something that can be like this. BattleTech uses a grid. Battlefield importance is not the same as grid gameplay. You could abstract the important points of a battlefield and the way of interacting with them. There are many ways to implement battlefield importance. Depending on the media itself, a narrative will approach it differently than a cinema film, a tabletop game will approach it differently than a video game. Moreover, narratives, cinema, tabletops and video games, all within their own medium have possibilities of different ways and techniques that can have different results and effects for the final product. [/QUOTE]
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