2013-06-11, 20:56 | Link #381 | |
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Join Date: Sep 2011
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2013-06-11, 21:35 | Link #385 |
エーレンフェストの聖女
Join Date: Jan 2006
Location: Dollars
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Well I'll be damned, didn't expect the gameplay actually looks like that I guess some 'special events' with party Co-op is something like assist system. I saw that cloud-like guy 'teleported' near Noctis before touching his shoulder to do his attack, which implies that's one of his assist animation.
..hopefully the party system isn't limited at that and that we can actually use the party member.
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2013-06-11, 22:08 | Link #387 | |
blinded by blood
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Besides, if you're going to go turn-based, menu-driven is a terrible way to do it. Fallout's AP system is vastly superior.
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2013-06-11, 22:26 | Link #389 |
blinded by blood
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Menu-driven is just so hands-off though. At least Fallout's system takes full advantage of the combat not being real-time, allowing you to strategically place your units, to make called shots to specific body parts... the system borrows heavily from old-school turn-based wargames (of which I am quite fond).
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2013-06-11, 22:32 | Link #391 | |
User of the "Fast Draw"
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It's a circular debate though. Either you like a certain style or you don't. Both sides repeating why they like a certain side doesn't get you too far.
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2013-06-11, 22:39 | Link #392 |
blinded by blood
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This is true; however there's a reason why the menu-driven JRPGs are doing poorly financially while the more action-oriented Western-style RPGs are selling by the truckload. Subjective opinion may not have a "right" or "wrong" way of doing things, but you have to remember this is a business--and a business definitely has a "right" and "wrong" way of doing things.
Watch Extra Credits "JRPG vs. WRPG" series if you want more information about this trend in the industry.
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2013-06-11, 22:52 | Link #393 | |
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Join Date: Mar 2010
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I do agree that Westerners tend to like pick up and play games though. Not many like a long (and possibly convoluted) story that takes some time to pick up either. Last edited by Shadow5YA; 2013-06-11 at 23:12. |
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2013-06-11, 23:07 | Link #395 | |
Many RPGs, Little Time
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Changing the whole gameplay style in new sequels may attract more and new players, but not without losing your old fanbase.
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2013-06-11, 23:15 | Link #397 | |
Enjoying Snack Time!
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Final Fantasy VIII, sure I wasn't a fan of the whole Junction system, but the characters and the story were enough for me to play through the game intently. Good story and characters go hand in hand in this genre, combat is good if it's implemented right, but overall experience outside of it is what matters to me at the end of it all.
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2013-06-11, 23:17 | Link #398 |
blinded by blood
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Maybe ya'll are fine with dealing with bad combat in exchange for good story--and I did this when I was younger as well--but I don't tolerate that anymore.
I don't want bad anything--I'd rather have good everything. If the games can't give me good everything then I just won't play games. I don't have to be playing games; I can read books, watch movies, do all sorts of things. As I get older, my standards start to become more and more strict.
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2013-06-11, 23:21 | Link #399 | |
Incognito
Join Date: Mar 2012
Location: At the end of the abyss
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IMO, the reason why wrpgs sell like hotcakes is likely due to the open world and the freedom to do what you want. I also remember that despite having a more action oriented battle system, DA2 was considered to be the inferior game when compared to DA Origins. Or that was all a dream and the events pertaining to the DA2 bashing were nothing more than a hallucination.
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2013-06-11, 23:40 | Link #400 |
blinded by blood
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Endless waves of bandits does not an action-based combat system make. DA2's combat is best described as "watered-down World of Warcraft." You click tiles and wait for cooldowns. It is not, not, NOT real-time action combat.
You do not press a button to raise your shield and block. You do not aim your spells by placing the crosshairs on the enemy and casting. You cannot dodge an enemy attack by physically dodging the enemy attack. Everything is determined by a dice roll. It's no different than menu-driven combat--the only difference is the menus are replaced by clicky-tiles and the ATB bar is replaced by cooldown timers.
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