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Geek Culture / whitch would you rather play ?

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gamerboots
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Posted: 1st Jan 2010 06:17
would you rather play a hak n' slash like diablo where combat is real time , or would you rather play a game where combat is turn based and you have an entire team and have to decide each combat turn what action each character will perform(fight,parry , cast spell, ect ) ?

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Gamerboots~
Virtual Nomad
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Posted: 1st Jan 2010 06:58
hack'n'slash

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Maindric
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Posted: 1st Jan 2010 08:34
Depends on the game. If you can make it fit and interesting, then I will like it. If it seems like it was just thrown in, then I will not like it.

Lemonade
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Posted: 1st Jan 2010 11:26
Hack'n slash, like LOTR: ROTK. IMO MMORPG's are ruined by their turn-based combat systems.
Diru
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Posted: 1st Jan 2010 13:31
He never said it was a MMORPG, but turn based does ruin MMOs but not RPGs.

Although I don't mind which, as long as it fits like Maindric said.
nackidno
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Posted: 1st Jan 2010 14:47
Sounds like Diablo and Baldurs Gate. I'd pay for the Turn based thngy.

Libervurto
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Posted: 1st Jan 2010 16:32 Edited at: 1st Jan 2010 16:34
Turn based combat is the single most boring thing in computer games ever!
Spartan Total Warrior had a pretty simply combat system but it was a lot of fun. Granted it's a lot harder to make a real-time combat system, and a good turn based one is better than a bad real time, so you have to decide whether or not you can pull it off.

Oblivion had a pretty lame combat system, that's just about the minimum I would expect from a game. Why the hell can't you run in that game?

"With games, we create these elaborate worlds in our minds, and the computer is there to do the bookkeeping." - Will Wright
Fallout
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Posted: 1st Jan 2010 19:26
Diablo and Dungeon Siege are good games, but not because of their combat. The world, items, leveling up, pace of the games, spells etc. are what make the game good. The actual hack'n'slash fighting is rubbish, and is only beneficial to makes the games easily accessible for any loser to play.

Out of hack'n'slash or turn based, I would choose turn based. But for an RPG, I wouldn't choose either of those. I'd choose realtime, with some intelligent blocking/attacking system, like Mount and Blade, for example.

Radical hamsters skipping furiously into the blue ether, questioning their very existence while breathing out the bitter fog of smoked haddock.
Hador
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Posted: 1st Jan 2010 23:06
hack n slash, unless it was interesting. if it's turn based, I dont like anything timed, I need to think it through.


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Posted: 1st Jan 2010 23:15 Edited at: 1st Jan 2010 23:15
FPS!

but i guess that falls under the "hack'n'slash" category.

unless you figured out how to make a turn-based FPS.... o.O


Remember those old guys? They made epic renders, I think one of them was called DaVinci, and all they used was MS Paint. Sometimes it's just skill....
demons breath
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Posted: 1st Jan 2010 23:20
Quote: "unless you figured out how to make a turn-based FPS"

I had a turn-based version of Doom on a phone...

Phaelax
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Posted: 2nd Jan 2010 02:15 Edited at: 2nd Jan 2010 02:16
Definitely hack 'n slash. Diablo is way more fun to play than some turn-based rpg. I only recently began playing wow, which seems to be a combination of the two.

Quote: "I had a turn-based version of Doom on a phone..."

How the heck does that work?


> SELECT * FROM users WHERE clue > 0
> 0 rows returned
Seppuku Arts
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Posted: 2nd Jan 2010 02:56
I actually like turn based, but have it so that the user is required to think more tactically about the battle. Some turn-based games allow you to fight by going, "attack" every time and you win. Level grinding means that the player is able to get past hard bits more easily. he

I had a few ideas for a turn based system myself, which doesn't allow you to level up, but you can get tougher, but your main focus would be the stance of your characters and the attacks used, some attack types were useless and so were some stances. The Last Remnant went into more depth about making turn-based challenging and to offer though, you'd have to choose the right formation for the best offense or defense, target the right enemies first, set up who's in each faction, so who are the best healers? Though the battle itself can sometimes be pretty straight forward, you choose the attack types, but some bosses required you to keep on your toes quite a bit, like the Gates of Hell, now that's one nasty piece of work - you had to take out all of his allies before he could attack, but also keep all factions alive, otherwise their death could have serious consequences (GoH has the power to revive your allies and have them attack you, they're not weakened, so they do the same damage to you as you do to your enemies, so it meant you'd have to kill them yourself).



Hack and slash I feel is often or not time for button mashing (which is sometimes boring), even when spells are involved. Star Ocean 4 had a good solution for this, as hack and slash wasn't always effective against enemies and you might try and blindside (a special attack that relies on your timing, the attack can penetrate all defenses as well as add special damage), offer special attacks or casting spells to weaken your enemy. Though for the last boss, all I really needed was a good hack n' slasher who was a quick blindsider and keep an eye on the character I've designated as healer and leave the other 2 to their own business.

BearCDP
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Posted: 2nd Jan 2010 08:39
I typically like a more tactile feel in games, but that doesn't necessarily mean hack-n-slash.

How can you diss turn-based with games like Advance Wars? I never got into many hardcore turn-based games, but Advance Wars rocked. I've also got the gamecube Fire Emblem game waiting for me at my dorm when I get back to school.

And, just about every week I play Magic: The Gathering with my friends, which is a wonderfully deep but easily comprehendable game. Which surprisingly has some elements of real-time in it when you count instants. When you think about it, what's the difference between card effects stacking and getting in a hit before an enemy does? "MOAR HITS BEFORE HE DOES!" you may say, but I argue that the same thing goes for instants. Provided I have the resources I can keep slapping those puppies down on the table while my opponent and I are engaged in this pseudo-real-time part of the game.


I think you have to ask, are you interested in real-time or not? And within real-time, you have hack-n-slash which can be a one-hit-per-click sort of thing or a click-n-hold and you'll attack every X milliseconds (which is actually painfully boring, despite being an ergonomic improvement over the button-mashing of traditional hack-n-slash). Or, even better with real-time can be a more sophisticated system like the Star Ocean combat Sep talked about, or something simple but direct like Zelda or Castlevania games. And even this dissection is still a gross oversimplification.

As I code and think about my own games, something I'm finding more important now than narrative in many cases is a game's feel: from the look of the UI to how you manage your character down to the kinematics of movement. If a game doesn't feel good, I find myself tiring of it faster even if the plot is great. That explains why FF12 is still sitting unfinished (seriously, barely made it anywhere in that game) on the shelf. It has that MMO feel that Lemonade mentioned, and that sort of gameplay actually induces narcolepsy for me. Dragon Age/Baldur's Gate have that kind of combat, but have so much more meat in other elements of interaction (party dynamics, as well as conversation and the traditional D&D skills of lockpicking and persuasion) that I still find it engaging.

If you like real-time reaction to player input when it comes to combat, I'd say aim for something between Zelda and the Elder Scrolls. If Diablo didn't have those hundreds of items, and if WoW wasn't Facebook/MySpace in video game form, they'd be powerfully dull.

Herakles
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Posted: 2nd Jan 2010 09:25
There are good real time games and good turn based ones. There are also bad real time games and bad turn based ones. For me personally, good real time games are funner than good turn based ones, though I do still enjoy playing a few turn based ones like the Total War games. In order for turn based to work, it has to be more than "click the right buttons on the right turns and whichever character has the highest stats wins". There has to be actual strategy involved, so that it's almost like solving a puzzle. Too many games get lost in the numbers.

For example: Everquest 2. Terrible combat. All you do is click the little buttons on the hotbar until you run out of Mana, and then you wait for the painfully slow auto attack. Very boring. And with the endless combat in the game, very tedious. Granted it's not truly turn based, it's one of those semi turn based real time games, but the monotony is still there.

Now compare that to the combat in Neverwinter Nights. In that game, the combat keeps moving. You never get to a point where that blue bar has run out and you're just sitting there as it regenerates and the auto attack tries to make it look like your character is actually fighting. In Neverwinter Nights, the auto attack is at a reasonable speed, so it never gets that boring. And the characters' positions actually makes a difference, unlike most MMORPGs where the combatants just stand in one spot while they go through their (often over the top) animations, so there's some strategy to it as well.

demons breath
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Posted: 2nd Jan 2010 09:51
Quote: "How the heck does that work?"

Well it was a rubbish phone game - you could only turn at 90 degree angles, it was grid based I think - you could only move a certain distance each time - and not only firing but also moving around the levels was turn based - you move forwards, the other guy moves towards you, you move again. he shoots, you shoot, etc.

I agree with Herakles though - I really liked the combat in NWN, it didn't really feel like that turn-based, got to wait for their move kind of thing...

BearCDP
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Posted: 2nd Jan 2010 10:09
All of those D20 Bioware games seemed to get it just right. Especially Dragon Age

gamerboots
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Posted: 2nd Jan 2010 11:11
there are so many Hackn'slash games out there, but so few good turn based combat ones
Quote: "I'd pay for the Turn based thngy"

I think I'm going to make you very happy in the future as I have a few projects planned that are turned based and also have a hack'n slash one for those who like them. I cant say how long it will be before I post info on them because no matter how well one plans a project , it still takes time to actually impliment (through graphcis,coding , ect) those plans.

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Gamerboots~
David R
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Posted: 2nd Jan 2010 18:15
Hack n' slash wins in terms of being easy to pick up and play, but I prefer turn based for long lasting strategy and depth. Hack n' slash gets old quick. Turn based can keep adding new challenges with no real extra content though (statistical changes, terrain challenges etc.) so it tends to work better for a long game and keeps it fresh throughout.

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Seppuku Arts
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Posted: 2nd Jan 2010 18:48
Quote: "As I code and think about my own games, something I'm finding more important now than narrative in many cases is a game's feel: from the look of the UI to how you manage your character down to the kinematics of movement. If a game doesn't feel good, I find myself tiring of it faster even if the plot is great. That explains why FF12 is still sitting unfinished (seriously, barely made it anywhere in that game) on the shelf. It has that MMO feel that Lemonade mentioned, and that sort of gameplay actually induces narcolepsy for me. Dragon Age/Baldur's Gate have that kind of combat, but have so much more meat in other elements of interaction (party dynamics, as well as conversation and the traditional D&D skills of lockpicking and persuasion) that I still find it engaging."



I gave up FF12 at 47hours in (or was it 57hours in) and that was dedication on my part (I still had a lot left to do) - most of the hours spent was levelling up, I continued because I was thinking, "maybe it's really well stretched, but I'll keep playing to see if I can get to the good bits", summoning comes in quite late for example. But it did go on and on and seemed too much like an MMORPG, but I think more or less the problem was that it got too 'samey' and the difficulty was imbalanced, so you were kind of forced to level grind, which you tend to do in an MMORPG, but killing the same enemy over and over and over can get boring quite quickly. If the difficulty was imbalanced, yet could be done if you thought about it tactically (like TLR, the bosses leveled up with you and required some kind of tactic to beat them (right team, right formation, kill the right enemies first - keep morale up, so attack enemies you can flank), TLR had the same style as FF12, so to me, TLR is what FF12 should have been), but it wasn't the case.




As for Dragon Age getting it right, it is a good example of where real-time combat is effective, magic was easy to access and become desirable to use - I quite liked having shape-shifting in the fade as well, because A: It meant seeking and acquiring shapes with the right skills to move on. and B: Certain shapes were more effective against certain enemies and I got full usage out of them...except the rat, which wasn't meant for combat use. Though I do think a couple of classes needed a bit of spicing up - Mage I think is the one I ended up preferring because using the range of spells I had meant for a more interesting battle - yet, as I had the Arcane Warrior specialisation, I could go in and use Melee and carry heavy armour, the other two classes I found I barely used any of the special attacks, except maybe Shield Bash and Stealth, other than that, the skills were boring and didn't offer too much of an advantage to use. At least I found. So from that, I'd say that a hack n slash game works well when you can do more with it and have the desire to do so, it's no use having a load of extra attacks you have no desire of using, when button mashing suffices for the kill.


However, given there's more H&S out there, I'd be interested in seeing more indie games utilising turn based systems and re-thinking them to make them more interesting.

Herakles
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Posted: 3rd Jan 2010 06:26
Man I've got to play Dragon Age! I've heard so many good things about it. Fallout 3 takes priority, however, as well as the first two games in the Gothic series (which I still have yet to get around to playing). I'm not so sure about Gothic 3 Forsaken Gods, though. I've read that it's not very good, so is it worth spending the time and money on?

BearCDP
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Posted: 3rd Jan 2010 08:24
I haven't played it, but I heard similar things about its quality. But then again, I haven't played any Gothic games, so I'll just throw in a "Yay for Dragon Age".

Jeku
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Posted: 3rd Jan 2010 19:46
I prefer turn-based almost every time. I can't even think of a game where I prefer hack-n-slash


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