sushkis2 said:
Sorry for re-posting, apparently, I have put my poll in a wrong category earlier.
I have finished Fallout 3 earlier, i thought it was awesome, then came Fallout NV, i was disappointed, completely... Then i thought, hmm, shouldn't there be Fallout 1 and 2? I got me Fallout 1, and... I had the most fun out of a video game in years. I just got sick of those action rpg's, fps's and mumorpugers... And i coudnt find anything remotely similar to this turn based rpg style, at least not in the last decade.
Leave your suggestions and whatnot
The only games that have come up so far are Planescape something and Arcanum sumthin-sumthin, are they good ore even better than Fallout?
The hard part about this question is that there are many connected issues in play here. The biggest question you need to ask is, "Why did we have so many turn-based RPGs in the first place?" Even outside RPGs, turn-based combat was the way of things for awhile.
Hell, chess and checkers are turn-based combat, in a sense. But why so many? Technological limitations, for a long time. We just hadn't perfected the ability to have two sides acting simultaneously. RPGs had players navigating convoluted menus to find attacks and items, using cursors to select targets, and a host of other micromanaged tasks that required a stop-and-think environment.
Action movies don't help, either. They present fights in a theatrical way, in which (despite the intense speed in well-choregraphed fights) opponents kindly address each other's attacks before replying in turn. They're just really fast turn-based exchanges. It's really cool to watch, despite how unrealistic it is.
That feel just doesn't translate into games, though. Turn-based combat tends to slow things down. Too many actions are micromanaged, and bizarre constructs pop up that feel unnatural--do you really think you'd be unable to fire your shotgun at all, simply because you took a step backward and "ran out of AP?"
Too much "twitch" is a problem, too, in that it removes all sense of strategy--it's a race to see who can put the most bullets downfield in the shortest amount of time. But there are aspects of that we glean from real life, too. When I'm swinging my fist at someone's head, they're probably not thinking, "I need to deal with this incoming fist before retaliating." Odds are, more often than not, we're going to swing at the same time. It's a bit messier and more chaotic.
Games are working on finding a balance. You want the action to flow, without being constantly broken up my menus and math. But you also want strategic decisions regarding equipment, skills, and position to matter even in the thick of the fight. The recent
Fallout games don't have it perfect, but playing the game through using different weapons/skills really makes combat feel different. (The biggest flaw is that companions will sometimes overshadow you in combat, since they don't have to "wait their turns.")