J.E. SAWYER (DESIGNER: FALLOUT, ICEWIND DALE, PILLARS OF ETERNITY) ON TURN BASED COMBAT
Posts
author=Sailerius
I think an awesome idea for an event would be to take a traditionally action-based genre and implementing it in a turn-based fashion without just giving it an RPG battle system.
huh.
author=kentona
Basically, I'd like to see turn-based mechanics applied to a wider variety of game genres, just to explore what they'd be like.
This sounds like an idea for a future event...
author=SaileriusI haven't played it, but isn't that what Yomi is supposed to be in some sense (but also a card game)? It's creator (David Sirlin) certainly seems to talk of it that way on his blog. I think at one point he even bragged about how well balanced it was compared to other fighting games, even though at that point it'd only been playtested for like, three months + the comparison of a turn-based sort-card-game to an action game makes very little sense, but w/e.
Like kentona said earlier, why hasn't there been a turn-based fighting game? Everyone I know who's big into fighting games insists that it's not about button mashing or reflexes, so why not remove that aspect altogether and get to the core of what they're about?
Anyways, all I'll really say about this topic is that while turn-based games have theoretically no limit to their complexity (except maybe the limit of the player's patience in regards to the number of things to consider and input each turn), a real-time environment forces you to be more intimate with the game's rules and be able to effectively strategize on the fly. It's pretty rewarding to make a split-second decision that's actually right.
e: Sailerius' point about "continuous gameplay"
"Before I go into why, I'm going to explain why I prefer the terms continuous gameplay vs discrete gameplay instead of real-time and turn-based. The real distinction to me between the two is that in discrete gameplay, your actions are atomic and broad; you choose to cast Fire on Bandit and it hits or misses and deals a discrete amount of damage. In continuous gameplay, the play-experience is a stream of interactions. Rather than "attack," you are "attacking." Rather than "move to space XY," you are "moving to XY." At a given moment, in a continuous game, you are doing multiple things at once and are in the process of doing more things, but there's not really a binary success/failure measure for actions because the possibility space of what you can do is uncountable. For instance, your fireball could "miss" but by missing it could still do splash damage, or light the grass on fire, etc. So what continuous gameplay is about is a continuum between different outcomes versus success/failure.
The game with the deepest gameplay that I've played in a very long time is Metal Gear Solid V, which requires a hundred times more tactical, analytical thinking than any RPG I've ever played and it's also a fairly slow-paced game. It exemplifies the tactical possibilities of continuous gameplay: every inch of ground has an infinitum of tactical meaning behind it, and enemy bases often have dozens of different enemies all carrying out different behaviors constantly. This requires you to survey the base from afar before you try to infiltrate it, studying the guard positions, behaviors, etc as well as where fortifications are positioned, where weapons are, where are good entrance/escape points, where could you make a diversion, etc. And the thing is that there's no in-game concept of "fortification;" anything in the game world can completely change the situation. If someone drives a supply truck into a base, that's now a moving form of cover you could hide behind. Or something you could use as a distraction by blowing up.
Continuous gameplay is much better at modeling complex situations; when you're talking about encounters with dozens of agents all acting at the same time, turn-based gameplay necessarily becomes far too slow and boring to sit through. I don't want to each every single of those guards take their turns. Another consideration is that their actions are also a stream of behaviors rather than discrete commands, so you can interrupt them at any point in that stream and the exact moment in their stream of action that you interact will provide a meaningfully different result than any other moment."
The game with the deepest gameplay that I've played in a very long time is Metal Gear Solid V, which requires a hundred times more tactical, analytical thinking than any RPG I've ever played and it's also a fairly slow-paced game. It exemplifies the tactical possibilities of continuous gameplay: every inch of ground has an infinitum of tactical meaning behind it, and enemy bases often have dozens of different enemies all carrying out different behaviors constantly. This requires you to survey the base from afar before you try to infiltrate it, studying the guard positions, behaviors, etc as well as where fortifications are positioned, where weapons are, where are good entrance/escape points, where could you make a diversion, etc. And the thing is that there's no in-game concept of "fortification;" anything in the game world can completely change the situation. If someone drives a supply truck into a base, that's now a moving form of cover you could hide behind. Or something you could use as a distraction by blowing up.
Continuous gameplay is much better at modeling complex situations; when you're talking about encounters with dozens of agents all acting at the same time, turn-based gameplay necessarily becomes far too slow and boring to sit through. I don't want to each every single of those guards take their turns. Another consideration is that their actions are also a stream of behaviors rather than discrete commands, so you can interrupt them at any point in that stream and the exact moment in their stream of action that you interact will provide a meaningfully different result than any other moment."
Aren't there already turn-based games that do this by just having a pausable real-time environment?
ps: this topic is kinda hard to follow because it seems people can't decide if they want to talk about games that could be or games that already are.
author=Sal
ike kentona said earlier, why hasn't there been a turn-based fighting game? Everyone I know who's big into fighting games insists that it's not about button mashing or reflexes, so why not remove that aspect altogether and get to the core of what they're about? Square-Enix reimagined Tomb Raider and Hitman as turn-based games and they're awesome.
I disagree there. In fact, I'd go as far as to say that's flat out bullshit; fighting games are about strategy, absolutely, but as turkeydawg said above, it incorporates strategizing on the fly, split second, and adapting to constantly changing, fast paced situations. But reflexes is absolutely part of the equation. In Street Fighter V, can you successfully link together Karin's normals and cancel into a Guren Ken? Okay, can you perform a Guren Ken and link that into a Guren Senha? Alright tough guy, can you activate her V-Trigger, and link her Guren Ken into a Guren Kusabi? This demands reflexes, and those reflexes are rewarded with results.
Great, that's training mode! Now, can you do all that under pressure, against a live opponent (say an extremely nimble Cammy), last round, 2 out of 3, no health remaining, 10 seconds left?
You can emulate some of that into a turn based formula, but the fast paced, quick trigger, reflex based, quickly adapting style of play that's inherent in fighting games is the same type of rush that people get from shooters and hell, real life sports, and can't really be stripped or substituted. It would be interesting to see a turn based fighting game, but it would really be apples and oranges.
Below, one of the most memorable moments in fighting game history is the type of gameplay that could have only happened in a real time environment.
Like I said, apples and oranges.
i want to respond to some sentiments
There is a place for randomness and variation, but it's important to recognize where the original ideas come from. It's been mentioned that tabletop games' dice rolling influenced early RPGs to have RNG, which is almost certainly true. There's a huge difference, though. TT games have players interacting, a GM that can tweak stuff, and a generally more dramatic nature. When you build up for the final swing at a big enemy and miss, your character can respond, whether that's with anger, or laughter, or whatever. Alternatively, when you hit that 25% chance to hit and kill, the excitement can surge and be encouraged by the multiple people around.
When you fail a 71% chance to hit in X-COM, it's usually just you staring at your screen without other participants around. Feels bad, man, even if you knew that there's a significant chance to miss.
I like to alleviate this in a few particular ways, because I greatly enjoy utilizing evasion and critical hits in my games. My biggest method is to not make most abilities all-or-nothing. Many physical attacks have multiple hits, encouraging some damage even with imperfect accuracy. I also only allow critical hits as an overflow of accuracy in most games -- it's a reward for building around accuracy over raw damage. There are arguments for letting you strike a vital organ even if you sometimes miss, of course, but I'm not much for reality.
It's important to have ways the player can interact with it (in most cases), like I believe Ratty mentioned. (Obviously, if the variation is meant to feel oppressive or irrational, leave it be.) Between equipment and abilities, I like interaction with the RNG. A few examples of RNG interactions from my current project:
>Ox's Bull Rush ability can Stun, but it's based on his current Health. At full Health, it has a 60% chance. As Health falls, so does that rate in equal measure.
>All Pugilists have a chance to perform an extra hit after their attacks. This chance is doubled for their basic attack.
>Gwendolyn's presence makes Unknown nodes far more likely to be Casino, Black Market or Sacrifice nodes.
>Rucian and Anastasia have a 25% chance to increase the rarity of a chest's contents (Rucian for weapons, Anastasia for armors). (Chests are already RNG, for clarification, given that it's a roguelike game.)
>Marlowe's presence makes all Arcane-type critical hits deal bonus damage to Barrier, on top of the normal crit multiplier.
I also think that RNG should be transparent when it's player choice. For example, your chance to hit in my project is Speed. If you have 24 Speed, you have a 124% chance to hit (minus the opponent's Speed as evasion, but the point that 1 point = 1% flat still applies). Even mechanics like Hate ("aggro") are somewhat visible. We didn't want to bog down the player entirely with numbers, but enemies' nameplates shows the two targets it is most likely to target based on healing, damage and hate manipulation. Some things aren't transparent, because they're not the player's choice to build into them. There's no point in explaining the method used to generate the levels, for example.
SUDDEN SEGUE
I design for turn-based games because I like having fine control over every step of the player's journey and their interactions. Obviously a real-time game can be scripted, but a turn-based, menu-based game has only so many possible permutations of what can happen. Granted, those possibilities are effectively infinite, but at least they're big enough granules for me to manipulate. As a dev, I guess I take more of a directorial role, as opposed to being the... entertainer? Lost the metaphor. Both roles are fine, just my preference. (And no, they're not innately tied to turn-based or real-time, either, although I think it's far easier to be directorial mechanically with turn-based gameplay.)
I guess in the end I have no strong feelings about either style. I personally prefer building experiences in turn-based, but I definitely enjoy real-time games to play as well.
There is a place for randomness and variation, but it's important to recognize where the original ideas come from. It's been mentioned that tabletop games' dice rolling influenced early RPGs to have RNG, which is almost certainly true. There's a huge difference, though. TT games have players interacting, a GM that can tweak stuff, and a generally more dramatic nature. When you build up for the final swing at a big enemy and miss, your character can respond, whether that's with anger, or laughter, or whatever. Alternatively, when you hit that 25% chance to hit and kill, the excitement can surge and be encouraged by the multiple people around.
When you fail a 71% chance to hit in X-COM, it's usually just you staring at your screen without other participants around. Feels bad, man, even if you knew that there's a significant chance to miss.
I like to alleviate this in a few particular ways, because I greatly enjoy utilizing evasion and critical hits in my games. My biggest method is to not make most abilities all-or-nothing. Many physical attacks have multiple hits, encouraging some damage even with imperfect accuracy. I also only allow critical hits as an overflow of accuracy in most games -- it's a reward for building around accuracy over raw damage. There are arguments for letting you strike a vital organ even if you sometimes miss, of course, but I'm not much for reality.
It's important to have ways the player can interact with it (in most cases), like I believe Ratty mentioned. (Obviously, if the variation is meant to feel oppressive or irrational, leave it be.) Between equipment and abilities, I like interaction with the RNG. A few examples of RNG interactions from my current project:
>Ox's Bull Rush ability can Stun, but it's based on his current Health. At full Health, it has a 60% chance. As Health falls, so does that rate in equal measure.
>All Pugilists have a chance to perform an extra hit after their attacks. This chance is doubled for their basic attack.
>Gwendolyn's presence makes Unknown nodes far more likely to be Casino, Black Market or Sacrifice nodes.
>Rucian and Anastasia have a 25% chance to increase the rarity of a chest's contents (Rucian for weapons, Anastasia for armors). (Chests are already RNG, for clarification, given that it's a roguelike game.)
>Marlowe's presence makes all Arcane-type critical hits deal bonus damage to Barrier, on top of the normal crit multiplier.
I also think that RNG should be transparent when it's player choice. For example, your chance to hit in my project is Speed. If you have 24 Speed, you have a 124% chance to hit (minus the opponent's Speed as evasion, but the point that 1 point = 1% flat still applies). Even mechanics like Hate ("aggro") are somewhat visible. We didn't want to bog down the player entirely with numbers, but enemies' nameplates shows the two targets it is most likely to target based on healing, damage and hate manipulation. Some things aren't transparent, because they're not the player's choice to build into them. There's no point in explaining the method used to generate the levels, for example.
SUDDEN SEGUE
I design for turn-based games because I like having fine control over every step of the player's journey and their interactions. Obviously a real-time game can be scripted, but a turn-based, menu-based game has only so many possible permutations of what can happen. Granted, those possibilities are effectively infinite, but at least they're big enough granules for me to manipulate. As a dev, I guess I take more of a directorial role, as opposed to being the... entertainer? Lost the metaphor. Both roles are fine, just my preference. (And no, they're not innately tied to turn-based or real-time, either, although I think it's far easier to be directorial mechanically with turn-based gameplay.)
I guess in the end I have no strong feelings about either style. I personally prefer building experiences in turn-based, but I definitely enjoy real-time games to play as well.
author=Feldschlacht IVauthor=SalI disagree there. In fact, I'd go as far as to say that's flat out bullshit; fighting games are about strategy, absolutely, but as turkeydawg said above, it incorporates strategizing on the fly, split second, and adapting to constantly changing, fast paced situations. But reflexes is absolutely part of the equation. In Street Fighter V, can you successfully link together Karin's normals and cancel into a Guren Ken? Okay, can you perform a Guren Ken and link that into a Guren Senha? Alright tough guy, can you activate her V-Trigger, and link her Guren Ken into a Guren Kusabi? This demands reflexes, and those reflexes are rewarded with results.
ike kentona said earlier, why hasn't there been a turn-based fighting game? Everyone I know who's big into fighting games insists that it's not about button mashing or reflexes, so why not remove that aspect altogether and get to the core of what they're about? Square-Enix reimagined Tomb Raider and Hitman as turn-based games and they're awesome.
Great, that's training mode! Now, can you do all that under pressure, against a live opponent (say an extremely nimble Cammy), last round, 2 out of 3, no health remaining, 10 seconds left?
You can emulate some of that into a turn based formula, but the fast paced, quick trigger, reflex based, quickly adapting style of play that's inherent in fighting games is the same type of rush that people get from shooters and hell, real life sports, and can't really be stripped or substituted. It would be interesting to see a turn based fighting game, but it would really be apples and oranges.
Below, one of the most memorable moments in fighting game history is the type of gameplay that could have only happened in a real time environment.
Like I said, apples and oranges.
Yeah, so?
No one has really explored what a turn-based fighting game could be like, so I was wondering "What if..?". And I inevitably run into the "No! fighting games as they are exactly now and have always been are perfect why are you even considering anything else are you daft" wall.
Not many genres of games have explored both real-time and turn-based mechanics. RPGs and strategy/wargames are the only one that come readily to mind.
What if you tried to make a turn-based NHL game? or turn-based (lol) racing game?
And no one else but me is wondering why almost all boardgames are turn-based and what we could learn from them?
author=kentona
Yeah, so?
No one has really explored what a turn-based fighting game could be like, so I was wondering "What if..?". And I inevitably run into the "No! fighting games as they are exactly now and have always been are perfect why are you even considering anything else are you daft" wall.
That's literally not what I'm saying. I did say it would be interesting to see a turn based fighting game (done well, of course), not that the current formula is the only one that should ever be conceived, ever.
The sentiment I did state was that the experience inherent to fighting games (and by extension, inherent to real time environment games, period) has many elements (like reflexes, the specific point I was arguing) that can't be replicated with a turn based style, so by transferring one genre to the other, some things are gained, and some things are lost, making it apples and oranges, like I said above.
The reflexes, quick trigger, real time adaptation example above is something that can really only be explored in real time, so when you take those elements out, you're teetering to it not being the same type of game anymore. This isn't bad (or good for that matter, it just is) but this is something that a creator has to be aware of because at that point you're going to be veering towards/away a certain audience.
A turn based fighting game is no longer a fighting game, it's just a Street Fighter RPG now. Unless you add buttons or keys to snap hit to do more damage or a sensitivity bar that if you nail at the right moment you do a combo. But even adding those "fast reflex" things doesn't make it a fighting game, some RPGs have that in their combat already.
I think if you tried to make a fighting game into a turn based it wouldn't make sense, and really I see now reason why because again, it would just become a RPG game.
Some stuff works best as it is and has no reason to try to be something else because it's already "perfected" in its field.
I'd be cool to see someone try, I guess? It would be different but not necessarily good or fun.
As for boardgames, I don't see what we could learn from them that we haven't already learned from RPGs or turn based games.
Considering most boardgames require two or more players, that's what makes them fun. You'll either being implementing a multiplayer option or have AI which just isn't fun to play against.
What do you think we could learn from boardgames? Because I don't see how they translate to turn based games beyond what we already know and what's been done.
I think if you tried to make a fighting game into a turn based it wouldn't make sense, and really I see now reason why because again, it would just become a RPG game.
Some stuff works best as it is and has no reason to try to be something else because it's already "perfected" in its field.
I'd be cool to see someone try, I guess? It would be different but not necessarily good or fun.
As for boardgames, I don't see what we could learn from them that we haven't already learned from RPGs or turn based games.
Considering most boardgames require two or more players, that's what makes them fun. You'll either being implementing a multiplayer option or have AI which just isn't fun to play against.
What do you think we could learn from boardgames? Because I don't see how they translate to turn based games beyond what we already know and what's been done.
Actually it has been tried, just not so much in video game form. The two I know of are Yomi (although that apparently now does have a video game version) and BattleCon. I've only tried each a couple times, so I can't particularly speak to how good they are, just that they have a fairly steep learning curve.
author=InfectionFiles
As for boardgames, I don't see what we could learn from them that we haven't already learned from RPGs or turn based games.
Considering most boardgames require two or more players, that's what makes them fun. You'll either being implementing a multiplayer option or have AI which just isn't fun to play against.
What do you think we could learn from boardgames? Because I don't see how they translate to turn based games beyond what we already know and what's been done.
In most game design courses nowadays, you're required to take board game design classes before digital game design classes because board games are decades ahead of digital games in terms of mechanics. Because production values are much lower, board game designers have been able to iterate much faster.
There's a lot to learn from board games. It's interesting to play games like Carcassonne and Puerto Rico and realizing that they've had interesting ideas for systems ages and ages ago that video games still haven't caught onto. Largely, video games are still stuck on modeling all gameplay as adversarial (i.e., about defeating enemies) whereas there's a broad range of objectives in board games. Most board games, to some extent, require you to in some way collaborate with your enemies in order to advance both of your goals. They also often have rich resource economies, whereas in most digital games the economy boils down to kill enemy -> get money -> spend money on items -> use items to better kill enemies -> repeat.
I found this: http://turn2fight.com/
But I think the gimmick here is resuming the fight at your leisure
@Sail- That makes sense, but related to turn based combat which isn't as in depth as a boardgame or as long(obviously) how are we to learn what makes a TB battle more interesting? I can see how boardgame mechanics can be applied to video games, but what about turn based specifically? I guess that's the area I'm having a hard time visualizing
edit: And I trust what you guys are saying, I didn't know a lot about the boardgames being ahead of video games. I'm just having a hard time thinking about how it can be implemented or replicated if it hasn't been done yet even in AAA games or even what would make turn based games better by studying boardgames.
Specifically turn based battles v real time fighting/shooting/etc
But I think the gimmick here is resuming the fight at your leisure
@Sail- That makes sense, but related to turn based combat which isn't as in depth as a boardgame or as long(obviously) how are we to learn what makes a TB battle more interesting? I can see how boardgame mechanics can be applied to video games, but what about turn based specifically? I guess that's the area I'm having a hard time visualizing
As Sal said and expanded on, a lot of board games are light years ahead of video games on certain mechanics; the depth that board games had even in the 80s haven't yet been replicated in even AAA games.But it's a different medium. I think boardgames work because you're playing with other people alongside cool or original mechanics and ideas. I'm having a hard time seeing how you implement that same feel into a video game that uses turn based combat or even real time. Because it feels like elements more for a mini game or a boardgame video game. I guess I could see a game built off a system that a more complex boardgame uses like Settlers of Catan. Instead of like Mousetrap or Monopoly.
edit: And I trust what you guys are saying, I didn't know a lot about the boardgames being ahead of video games. I'm just having a hard time thinking about how it can be implemented or replicated if it hasn't been done yet even in AAA games or even what would make turn based games better by studying boardgames.
Specifically turn based battles v real time fighting/shooting/etc
author=Sal
As for boardgames, I don't see what we could learn from them that we haven't already learned from RPGs or turn based games.
What do you think we could learn from boardgames? Because I don't see how they translate to turn based games beyond what we already know and what's been done.
As Sal said and expanded on, a lot of board games are light years ahead of video games on certain mechanics; the depth that board games had even in the 80s haven't yet been replicated in even AAA games.
author=InfectionFiles
A turn based fighting game is no longer a fighting game, it's just a Street Fighter RPG now. Unless you add buttons or keys to snap hit to do more damage or a sensitivity bar that if you nail at the right moment you do a combo. But even adding those "fast reflex" things doesn't make it a fighting game, some RPGs have that in their combat already.
I think if you tried to make a fighting game into a turn based it wouldn't make sense, and really I see now reason why because again, it would just become a RPG game.
Some stuff works best as it is and has no reason to try to be something else because it's already "perfected" in its field.
I'd be cool to see someone try, I guess? It would be different but not necessarily good or fun.
Define "RPG". Because sure, making a Street Fighter RPG is one way to try to make a turn-based fighting game. But it's not the only way. I haven't thought about it deeply, but it would boil down to trying to emulate the key components to a street brawl as a series of discrete steps.
As for boardgames, I don't see what we could learn from them that we haven't already learned from RPGs or turn based games.
Considering most boardgames require two or more players, that's what makes them fun. You'll either being implementing a multiplayer option or have AI which just isn't fun to play against.
What do you think we could learn from boardgames? Because I don't see how they translate to turn based games beyond what we already know and what's been done.
They focus and focus very hard on turns - what a turn is, what one can do during a turn, what limiting factors there are to actions, the effect of a turn on the pace of the game, etc... It seems naive to me not consider boardgame design when it comes to thinking about turn-based gameplay.
Or are you just thinking of games like Monopoly and Clue?
I have never considered boardgame design for turn based gameplay because all this
They all share one things which is turns. I'm thinking about turn based combat directly, which is the main way to fight in RPGs and D&D type games or model based tabletop gaming like Warhammer.
Boardgames really don't have that aspect in their turns, fighting/combat that is, which what I'm having a hard time understanding how boardgame mechanics can be applied well to those other mediums.
I get boardgames add a lot of depth and thought into your process, but video games do that too. Even more so in realtime action to me personally where you're actively and passively thinking about all your options in a single moment.
I actually haven't played many boardgames as an adult, besides every now and then sitting down with friends or family with some beers and throwing down a classic, like Monopoly. So I don't know all the boardgames that might be different or groundbreaking that hasn't been replicated by videogames.
They focus and focus very hard on turns - what a turn is, what one can do during a turn, what limiting factors there are to actions, the effect of a turn on the pace of the gameis the same thing you do in turn based gameplay or table top pen and paper gaming.
They all share one things which is turns. I'm thinking about turn based combat directly, which is the main way to fight in RPGs and D&D type games or model based tabletop gaming like Warhammer.
Boardgames really don't have that aspect in their turns, fighting/combat that is, which what I'm having a hard time understanding how boardgame mechanics can be applied well to those other mediums.
I get boardgames add a lot of depth and thought into your process, but video games do that too. Even more so in realtime action to me personally where you're actively and passively thinking about all your options in a single moment.
I actually haven't played many boardgames as an adult, besides every now and then sitting down with friends or family with some beers and throwing down a classic, like Monopoly. So I don't know all the boardgames that might be different or groundbreaking that hasn't been replicated by videogames.
You should really try playing Carcassonne, Settlers of Catan, or Puerto Rico. They're all classics with a lot of interesting ideas, and you can play most (all?) of them online. I was skeptical too until I was forced to play them in college, and I wound up being pretty amazed.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
It occurs to me that I have played something that might qualify as a turn-based fighting game. (It was closer to active time, in that player and opponent had initiative bars that filled up at different speeds depending on stats.) It had some mildly interesting mechanics to it, revolving around attacks doing different amounts of damage and also varying the amount of time it took for your turn to come again.
I don't think I can link to it because 1) it's a porn game and 2) I've totally forgotten what the heck it was even called. It, uh, involved some martial art dude who for whatever ridiculous reason decided to go hunt a vampire (and then creepy porn ensues) if anyone really feels like trying to track it down. I was hoping for some hot Dracula action and then got caught up in the gameplay OK DON'T JUDGE ME
I don't think I can link to it because 1) it's a porn game and 2) I've totally forgotten what the heck it was even called. It, uh, involved some martial art dude who for whatever ridiculous reason decided to go hunt a vampire (and then creepy porn ensues) if anyone really feels like trying to track it down. I was hoping for some hot Dracula action and then got caught up in the gameplay OK DON'T JUDGE ME
author=Sooz
It occurs to me that I have played something that might qualify as a turn-based fighting game. (It was closer to active time, in that player and opponent had initiative bars that filled up at different speeds depending on stats.) It had some mildly interesting mechanics to it, revolving around attacks doing different amounts of damage and also varying the amount of time it took for your turn to come again.
I don't think I can link to it because 1) it's a porn game and 2) I've totally forgotten what the heck it was even called. It, uh, involved some martial art dude who for whatever ridiculous reason decided to go hunt a vampire (and then creepy porn ensues) if anyone really feels like trying to track it down. I was hoping for some hot Dracula action and then got caught up in the gameplay OK DON'T JUDGE ME
There's a few other turn-based fighting games I can think of you might wanna talk about:
-Yomi Card Game
-Toribash
-Hexagong
-Kombat Fighters
Interesting how the latter two are small flash games available for free (trust me, they're awesome).



















