xvxpskowro said:
The RPG genre is the one place where combat doesn't even need to there at all yet almost every RPG has you spending more time fighting enemies more than anything else.
That's actually a recent trend. In "the good old days" of PC gaming, the best RPGs on the market (...and honestly, they're quite possibly still the greatest RPGs ever made) had plenty of non-combat activity. Plenty of puzzles. Plenty of character management; inventory, spells, stats, equipment. And in those games, spells weren't just four different flavors of fireball. You had invisibility for sneaking around places you shouldn't be, spells to unlock doors, spells to charm NPCs into offering you better prices on their wares, spells that increased night vision, spells to detect the alignment of targeted NPCs. Spells with
utility, in short.
And a *lot* of those games (Baldur's Gate, Planescape Torment) were spent in dialog. If you didn't carefully study the situation, or if you ignored your quest log, you could very easily say the wrong thing to the wrong person and end up in a pitched battle. Sometimes you just pissed off someone you could have otherwise used as an ally. Some of the "fights" in those games were logic puzzles: a few djinnis in BG1 and 2 actually have pop logic quizzes, and successfully answering them saved you a lot of hassle in the long run.
Successfully navigating dialog was a hell of a lot more complicated back then, too; your character's stats and abilities were taken into account, especially when attempting to bribe, bluff or lie. Dialog wasn't boiled down to "the good response," "the bad response," and "the neutral response," a la Mass Effect, either - you often had 7 or 8 choices (occasionally more!) that could get very specific, or inquire about specific aspects of the situation before proceeding/making a decision. And sometimes, depending on who you were talking to, those were the wrong choice, if that NPC was short tempered or what have you. It all came together to create a pretty great environment, where the occasional combat (which was also difficult, complex and rewarding) wasn't really the "focus" of the game; the story was. Depending on your build, and your patience, you could sneak around unlocking doors and looting chests without killing most of the enemies (but since bosses weren't optional and didn't scale, that was typically a poor choice long-term). Deus Ex HR had a couple examples of "boss fights" that were basically conversations; two off the top of my head are with the guy in the bar in china and jensen's boss after he learns . Both were great, and that kind of talk-your-way-out-of-trouble would have fit very well in BG in lieu of one or two of those boss fights.
It was kinda sad to see the general trend float toward combat, even from the company that made both BG and PS:T. Their next big hit was KOTOR, a relatively above average star wars RPG that wasn't nearly as good as either of its predecessors, but was still serviceable and had a decent amount of dialog. Unfortunately, the jedi/sith moral choice system became the precursor to the good/bad/neutral dialog wheel common in games today, and so the actual dialog options available were MUCH simpler compared to BG/PS:T. Mass effect streamlined this further, removing the class duality concept (light side/dark side mirrors of the same class) and packaging your paragon or renegade perks into additional dialog choices. Make enough of the "good" choices early on, and you can make the *really* good choices later when it matters "most." To replace the gaping hole left by the dumbed down dialog system, kotor and ME used increasing amounts of combat - to a level where ME is mostly combat. Yeah, it has a codex with lore info. Yeah, it's got an expansive world with plenty of great characters with great backgrounds and motivations. But the gameplay? It's all combat. Hell, in ME3, there was even an option to play it as a full-on "action game," where the dialog choices were automatically picked for you, and all you had to do was the combat. A very sad devolution of a once great genre of games.
(I still enjoyed ME1-3, but they could have easily had half as much combat or less and still been as good... which I think is the point of this thread).
Thorn14 said:
And here I am thinking that combat mechanics in games have actually gotten WORSE over time...
So much this. It's particularly apparent, IMO, in the final fantasy series. Starting with fairly standard JRPG turn-based, evolving into the neat and flexible ATB system which peaked with FFX (but was pretty great throughout several previous titles), they threw out that system with X-2... and it went downhill from there. Party members primarily controlled through pre-programmed if:then statements and slow, lumbering combat (that's supposedly "real time combat") with huge delays before and between attacks made FF12 and FF13 positively blow. They're very pretty games, but the combat in them sucked massive dick. I much preferred the older JRPG system where you actually controlled each party member each turn they took, and felt that allowed much more flexibility in the long run. If you're going to have that kind of ATB system, keep the rest of the system to match it; don't throw out half of it and keep only pieces and parts that don't work alone.
It seemed like they were trying to go for action combat, so I figured a battle system more akin to GoW/DMC (or for trash mobs, even more buttonmashy ones like dynasty warriors) would fit their "dream," but they stick to clunky, slow, unrealistic ATB for their "realistic actiony combat" and it just makes the whole thing a joke.
A lot of people bash fully turn-based combat for being unrealistic, but when you branch away from that and make something that's unrealistic, unengaging and unfun... you should get an award. Some kind of golden raspberry award for worst mechanics change.