Jesus fuck. Just make games and make the combat system that makes sense for that game. This isn’t rocket science. If you have a creative turn-based idea, use it. If you have a cool action combat idea, use that. Just make sure it makes sense for the game.

#jrpg #gaming #videogames #PCGaming

  • Brave Little Hitachi Wand@lemmy.world
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    9 months ago

    It’s so weird how game critique so often tries to skirt around treating games as art. Why do we have to tell highly-qualified developers and overpaid executives that their collective creative choices should be meaningful in order to make good art. It’s frustrating.

      • Brave Little Hitachi Wand@lemmy.world
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        9 months ago

        Nail on the head - the profit incentive is at it again. It seems like a combination of money being tight and the number of studios dwindling or getting bought up are leading to a smaller number of bigger studios, which is bad for creative risks. They’re wanting the comfort of bankable (read:expensive) faces, established IPs for which merch will sell, and CGI-laden flashy productions for…Reasons that frankly elude me since practical effects are evergreen, cheaper, and more charming. Maybe the problem there is that you need passionate and skilled people to do practical effects, and nobody’s passionate about an uninspired by-the-numbers script.

    • ren (a they/them) 🌈🎶@mstdn.socialOP
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      9 months ago

      @[email protected] exactly! Mid-to-small have it covered, but at the same time, AAA y’all… turn-based is clearly viable (Balders Gate 3, Metaphor, E33) so just make a great game with combat that fits the game! People still play turn-based chess after 4 trillion years. Board games. Hell, fucking baseball lol. Of COURSE it’s viable. But just be smart & creative when you design it!

        • ren (a they/them) 🌈🎶@mstdn.socialOP
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          9 months ago

          @[email protected] @[email protected] It’s funny, I was just watching a preview of Varlet. They discussed how/why the developer chose turn-based after considering action. Turn-based allows for more story telling WITHIN the combat. Allows for a different more-introspective decision making process (not better/worse, just different) that fits the story & adventure they were trying to create. The game is all about the decisions you make, so combat should match!