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RMNCast 6 Design Topic: Turn-based and Active Gameplay
I had a podcast idea where I might post the game design topic in advance on this forum. When we record the podcast, we will give a rundown on community discussion as well as our thoughts. Let's try it! This is the topic for RMNCast 6, which is coming in two weeks. RMNcast 5 is recorded but unedited and will be up in a few days.
The current topic is comparing turn-based gameplay to active gameplay. I am not talking exclusively about RPGs. All game design types have to fall somewhere in between: either you are taking action in real time (such as in Call of Duty), you are taking turns (such as in Dragon Quest), or you are somewhere in between (such as in Medieval). What are your guys' thoughts and preferences on this issue? Questions to consider when posting:
1. Which do you prefer? Do you like to strategize and take your time, or do you like to shoot terrorists in the crotch while things blow up around you? Or do you prefer hybrid systems such as most Final Fantasy games?
2. Which game has your very favorite implementation of turn-based or action gameplay?
3. Is there a style you hate? Some people get anxious and bored in turn-based games. On the flip side, some people get bored if they don't have time to make strategies.
4. Which game's implementation of turn-based or action gameplay do you hate?
5. Even in styles you prefer, do you have boundaries? Many people like turn-based games, but don't have the patience for two-hour-long turns in the late stages of Civilization 4. Or, some people like action games but can't keep up with the frantic pace of Wipeout.
As for myself . . .
I prefer turn-based games. I love technical action games (Devil May Cry and Ninja Gaiden for example), but my favorite titles are always turn-based number-crunchers with lots of statistics and lots of strategy.
Shin Megami Tensei has one of my favorite gameplay mechanics of any video game, because it is a turn-based game that places huge importance on each action. If an enemy is weak against fire, and you choose fire, you get an extra turn. If he absorbs fire, your turn ends immediately and the rest of your party members get pummeled for your stupidity. It's a slow, methodical game design, but every action you take in every battle has significance. I don't get bored because I need to choose each action carefully.
I have high tolerance for games regardless of how fast or slow they move. I can usually appreciate a well-made game for what it is and what the designer intended. With few exceptions, I feel like I am part of every publisher's core demographic.
This means I do not have boundaries really. As long as I go into Civilization expecting to spend an hour on a turn, I don't mind doing it. Likewise, I enjoy intense shooters as long as it is well-designed.
Let me know your thoughts! RMNCast is a community podcast and it would be great to have community voices about these sorts of topics.
The current topic is comparing turn-based gameplay to active gameplay. I am not talking exclusively about RPGs. All game design types have to fall somewhere in between: either you are taking action in real time (such as in Call of Duty), you are taking turns (such as in Dragon Quest), or you are somewhere in between (such as in Medieval). What are your guys' thoughts and preferences on this issue? Questions to consider when posting:
1. Which do you prefer? Do you like to strategize and take your time, or do you like to shoot terrorists in the crotch while things blow up around you? Or do you prefer hybrid systems such as most Final Fantasy games?
2. Which game has your very favorite implementation of turn-based or action gameplay?
3. Is there a style you hate? Some people get anxious and bored in turn-based games. On the flip side, some people get bored if they don't have time to make strategies.
4. Which game's implementation of turn-based or action gameplay do you hate?
5. Even in styles you prefer, do you have boundaries? Many people like turn-based games, but don't have the patience for two-hour-long turns in the late stages of Civilization 4. Or, some people like action games but can't keep up with the frantic pace of Wipeout.
As for myself . . .
I prefer turn-based games. I love technical action games (Devil May Cry and Ninja Gaiden for example), but my favorite titles are always turn-based number-crunchers with lots of statistics and lots of strategy.
Shin Megami Tensei has one of my favorite gameplay mechanics of any video game, because it is a turn-based game that places huge importance on each action. If an enemy is weak against fire, and you choose fire, you get an extra turn. If he absorbs fire, your turn ends immediately and the rest of your party members get pummeled for your stupidity. It's a slow, methodical game design, but every action you take in every battle has significance. I don't get bored because I need to choose each action carefully.
I have high tolerance for games regardless of how fast or slow they move. I can usually appreciate a well-made game for what it is and what the designer intended. With few exceptions, I feel like I am part of every publisher's core demographic.
This means I do not have boundaries really. As long as I go into Civilization expecting to spend an hour on a turn, I don't mind doing it. Likewise, I enjoy intense shooters as long as it is well-designed.
Let me know your thoughts! RMNCast is a community podcast and it would be great to have community voices about these sorts of topics.
Persona 4
I wish that there was a PS3 version of the same game that was 100% the same but was in higher resolution. That way the text would be sharper etc.
However
I am ridiculously psyched for this game. Persona 3 was maybe the coolest thing ever made, except its AI party members were a pain in the ass and it was in my opinion game-breaking. That one small change to Persona 4 really gets me going.
If P3 were a PC or current-gen game there would have probably been a patch but.....
However
I am ridiculously psyched for this game. Persona 3 was maybe the coolest thing ever made, except its AI party members were a pain in the ass and it was in my opinion game-breaking. That one small change to Persona 4 really gets me going.
If P3 were a PC or current-gen game there would have probably been a patch but.....
Release Something! Day V for Vendetta [Dec 21st]
Release Something! Day V for Vendetta [Dec 21st]
We are recording early Sunday morning the day after RS, so we will not have as much time to devote to late submissions. Keep that in mind if you want lots of discussion on the podcast!
Disregard. Misread calendar.
What is your mood today?
author=Little Wing Guy link=topic=2635.msg49777#msg49777 date=1228744046
Pissed off!! I've just learnt the hard way the importance of backing up your games. I've lost 8 maps and all the events in them. They just decided to delete themselves, literally in front of me.
It's not the end of the world I know, but I'm really not happy, that's a lot of hard work gone to waste.
It will be better next time. It always is! Small consolation.
I am grumpy. Girlfriends are a pain in the ass and overall it is worth the trouble but man it gets you going sometimes.
Where are you from? A Possible RMN Meet
We could do a regional meet. There are a number of us from the Midwest US, for example, where it would be practical to drive.
Release Something! Day V for Vendetta [Dec 21st]
author=BlackWings link=topic=2540.msg49762#msg49762 date=1228730253
Hi All,
I'm a new member here & although my demo is still only around 10 minutes I thought I'd sign up for RS & try my best to make it atleast 30 minutes come Dec 21st.
Best Regards,
BlackWings
Feel free! The whole point of RS is to release your project in whatever state of completion it's in. We understand if it is a draft or is incomplete!













