MIXING RPG ASPECTS INTO YOUR RPG
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author=LockeZ
But whatever, the point stands that they do not have RPG-style strategic depth. Which is what I enjoy.
I think there's something to be said about real-time combat requiring skill and knowledge of the game that allows you to build certain strategies in order to achieve victory. Employing guerrilla warfare, using scopes and grenades and timing things precisely to maximize effectiveness... I don't know, it seems like the average FPS game can employ more strategy than "fire beats ice". The problem is most games don't. And most RPGs don't either.
author=LockeZauthor=CrystalgateYeah, essentially. I don't think I can give a good example, because I can't think of any. But I guess... imagine an FPS where you can choose which of nine different classes you want to play as, and instead of 4-10 different weapons that mostly just have different amounts of power/speed/accuracy, you have 20-30 weapons per class, some of which are traps or healing abilities or status effects or elemental attacks or have cooldowns or have areas of effect or different ranges and blah blah etc etc. And during combat, for maximum effectiveness, you have to keep switching between them and pick a different weapon each time you fire a shot, like you do in an RPG, instead of the typical FPS method where you just pick a favorite weapon to use.
What does RPG-style strategic depth mean? If you say FPS with a lot of strategic depth, I can make a mental picture of how it may look like, but is that what you mean?
I don't even like shooters, but I would play the fucking hell out of that game.
The closest I can think of would be Elder Scrolls. You choose race, class, etc.
at least half the strategy in RPGs is properly preparing your party before a battle ever starts. Be it with equipment, or skilltrees, or skill training, or espers or materia or what have you. You find proper equipment, or learn proper spells, or activate the proper party members in preparation of a battle.
I mean, half the classes in DWIII only have attack/defend/run/item as options in battle (so in-battle strategy is limited), but the point is to make a party that complements each other and the overall strategy of the game is much deeper than the limited battlecommand list suggests. And this is an old game from 20 years ago.
Just something to keep in mind.
I mean, half the classes in DWIII only have attack/defend/run/item as options in battle (so in-battle strategy is limited), but the point is to make a party that complements each other and the overall strategy of the game is much deeper than the limited battlecommand list suggests. And this is an old game from 20 years ago.
Just something to keep in mind.
Warrior, Hero, Pilgrim, Wizard. There's your DWIII party. Do you really spend the time leveling a Martial Artist or Merchant up to speed anytime you feel like changing things around a bit? (And by the time you can class change you might as well just go win the game anyway.)
I would agree that in many RPGs the operative challenge is "how do I best spend my resources in this dungeon". While that's not necessarily wrong, it stinks that the "how can I minimize what I spend to beat this fight" calculation that goes into that is so often so straightforward (in non-boss fights, at least).
I would agree that in many RPGs the operative challenge is "how do I best spend my resources in this dungeon". While that's not necessarily wrong, it stinks that the "how can I minimize what I spend to beat this fight" calculation that goes into that is so often so straightforward (in non-boss fights, at least).
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Even if there is an optimum setup in a game, it generally takes some comparison of pros and cons plus some testing to figure out. Compared to action games, where there might literally only be a single-digit number of options in the entire game.
Learning what works well and what doesn't is the basis of strategy. The fact that you are good enough at RPGs to figure out effective strategies extremely quickly doesn't mean that the complexity isn't there. It just means you've mastered the genre.
Learning what works well and what doesn't is the basis of strategy. The fact that you are good enough at RPGs to figure out effective strategies extremely quickly doesn't mean that the complexity isn't there. It just means you've mastered the genre.

















