» Mon May 16, 2011 11:41 pm
bleh. guys this argument is really tired and isn't really bringing any new developments.
i just saw a post by nu-clear-day (mod) in the "do people really want TB..." thread where he nicely breaks down the pros of TBC without being judgmental, or resorting to having to trash other peoples ideas on the subject, and i understand the ideas behind why you all want the old gameplay mechanics back.
there is nothing wrong with TBC or node-based maps inherently. and i agree that they could be updated and put into use in a very fun game, and it could all be really cool.
im a big RPG fan. my favorite games ever are Final Fantasy 3 (6 in Japan) and FF7 which are both TB games (other than of course TES IV (playing III right now, we'll see if it gets added... really enjoying so far) and Fallout 3, NV, and GTA: San Andreas). but the actual gameplay is at about the bottom of the list of my reasons why i like those games (the Final Fantasy's). I prefer VISCERAL action. When I have to control my characters movements in real-time, combat becomes much more exciting to me - it evokes in me many of the same responses physically that would be happening were I actually there. I am also though a HUGE fan of RPG's, of great storylines, characters, dialogue, etc. And personally, I feel like the best gaming experience possible is when you take the two of those things and put them together. And this is a thing that Bethesda does better than pretty much anyone else. They are certainly not perfect at it - I am hoping that its a recipe they continue to work on, that they will eventually really get right.
I am not arguing that changing the original gameplay mechanics of the Fallout franchise was done "for fun" or for the sake of fun. I am arguing that it was done to make better games, and that's something i think they achieved. I'm not saying that the new games are better than the old ones in every capacity - certainly not. But as overall video games, I think so. I cannot argue this effectively, as I haven't played the originals through - but that is solely because after an hour or so of gameplay in either one (multiple times over) I was bored, and lacking interest in continuing. that is an argument towards that point in and of itself though.
The argument for TBC is that it is a better RPG mechanic because it doesn't rely as much on player skill, and is more reflective of stats.
The argument against TBC is that it is less fluid and engaging than RTC.
To me, the solution is to find a way to keep the "fun" of RT while finding ways to more accurately reflect stats in gameplay - my suggestion is to make the game work against the player (which they already do to an extent) at lower skill levels, and begin to actively help the player at higher skill levels. This can be achieved by creating a COD or Red Dead Redemption auto-targeting system (through the iron sighting) for ranged attacks - one that gets increasingly effective the higher your skill level is (i'm thinking the 50 skill level is a nice breaking point - below 50 the game fights you, over 50 it helps you). In melee it would be something along the lines of slower weapon swings, active blocking by enemies, and reduced damage below 50, and faster weapon swings, negating enemy blocks, and increased damage above 50. There could even be an Assassins Creed style context-sensitive attack system that generates what type of weapon swing your character does based on your enemies positioning, what weapon he/she is holding, and what type of attack they are executing - once again being less intelligent below the 50 skill level (having less possible attacks that can be generated) and getting more and more intelligent the higher above 50 you get.
ie. the result is that the game makes you feel and behave as if you were a master swordsman once you have reached a high skill level, even if you are not that great at FPS, all in real-time.
The argument for Node-maps is that they can cover a larger area with more diverse terrain, and are more realistic in scale.
The argument against them is that they break immersion by breaking up the "world-map" and the "nodes" (or points of interest)
Here, I'm not sure that either side really has a decided advantage. Either way you look at it, you are faking the distance - in a node map you wind up just "telling" the player they are traversing great distances. To me this seems a little cheesy, and just isn't as cool as being able to actually experience the world as it exists within the context of the rest of the game. However, as has been accurately pointed out, in a sandbox map, settlements are too close together and don't truly feel isolated. For me, the compromise is to take the sandbox map and just increase the overall land area by about 75-100%, without adding vast amounts of detail - basically just drop in vast areas of wasteland in order to disperse settlements better. It still wouldn't be quite "realistic" in scale, but it would definitely make them feel more isolated in-game, and still allow the player to experience the entire map in first person. At the same time a node-based map works just as well, and you can do more realistically diverse settlements within it - though the reasons i still don't like it are A - you don't get to experience the wasteland much. i think that could be really cool if dealt with properly (really stressing the survival aspects of the game). B - getting dropped in to generated "random attack" mini-maps. it just seems so out of place in a FPS.
my point is, just because these things were in the original games doesn't mean that they can't change, and it especially doesn't mean that keeping them in future games is an exclusively good thing. without actually considering the pros and cons of either side of the argument, there is no effective debate at all.