TIME FOR REAL TIME
Like it or not, RPGs have transi- tioned to primarily using real- time combat. There’ve been
plenty of missteps where design ambition greatly outreached technical proficiency, and early real-time
experiments such as 1998’s Descent to Undermountain
were crudely debased interpretations of the tabletop
RPGs that inspired the genre. Even the landmark
games that propelled the genre into real-time, such as
1992’s Ultima Underworld, offered tactically simplistic
combat, stripped adventurers of their NPC companions, and awkwardly tried to incorporate character
attributes to prevent a player’s dexterity from being
Combat’s just one method of dispute resolution,
albeit a thoroughly cathartic one. Nothing says “I
disagree” more viscerally than a warhammer to the
melon of a contrarian, but to retain depth, developers
shouldn’t abandon other methods of solving tasks and
circumventing obstacles, whether through dialog,
exploration, or creative use of available resources.
1.
Party-based combat is still viable, as Bio Ware
has clearly demonstrated in the Mass Effect
games. Dragon Age 2, for all its flaws, also showed
some remarkable improvements in scripting that
allowed AI-controlled companions to function reason-
ably well independently. That’s a big step toward over-
coming one of the primary shortcomings of real-time
combat in RPGs, and with it, even a primarily single-
character game can effectively utilize companions in
certain circumstances (see Fallout 3’s Dogmeat.)
2.
LIVE S
Include meaningful difficulty levels, and not
just by cynically bestowing an inordinate
amount of hitpoints on enemies. Action-oriented
combat requires difficulty levels to account for varying
player skill levels, so embrace that neces-
sity by actually making it more rewarding
to play at higher difficulties. Consider
making fights that unfold differently,
varying content, and granting achieve-
ments to both reward and incent replay.
3.
Attacks that appear
to hit but actually
Skill-based attacks don’t work,
because attacks that visually appear
to hit their mark but actually whiff are
unintuitive and annoying. Nobody wants
to feel like the doomed fool in Pulp Fiction
who missed six shots at point-blank
range. Instead of using character attri-
butes to determine accuracy to cause players to miss
opponents squarely in their sights, use attributes to
determine damage or effects to make character skill
feel relevant.
Real-time combat in RPGs has evolved to be varied,
tactical, sophisticated, and rewarding. Risen, Mass
Effect 3, Fallout 3, Skyrim, and DA2 all approach real-time combat differently, but each one retains substantial RPG depth. Computer RPGs have evolved beyond
their tabletop roots, and properly executed, real-time
combat is a great way to do battle in their worlds. ■
4.
whiff are annoying.
ALTERNATE
determinative. Perhaps most importantly, the actual real-time combat wasn’t very satisfying—fighting in first-person perspective in RPGs in particular often consisted of just “two-stepping” forward and backward. Now, finally (as I discussed last month), technology and developer skill have caught up with design ambi- tions, and the compromises imposed by the transition to real-time combat have largely been overcome. To some ardent gamers, no iteration of real-time combat will ever be a worthy substitute for a turn-based system, and so they’ve eschewed or remained deeply cynical of
real-time RPGs. For them, I can
recommend turn-based Japanese
and independent RPGs,
including some gems like the
recently released Avadon: The
Black Fortress. Troika’s Temple of
Elemental Evil remains a guilty
pleasure of mine, which the crew
at Circle of Eight ( www.co8.org)
continue to enhance.
For most of us, however, the
turn-based versus real-time
combat battle is over. So what
advice can we give developers to
further improve the use of real-time combat in RPGs? Here are
my four suggestions: If companions in Mass Effect 3 can handle themselves, who needs pausing?
Desslock is happily
weighing combat of
Avadon: The Black
Fortress against
Fallout: New Vegas
and the Mass Effect
games, using Plants
vs. Zombies as a
misplaced arbiter.
Email him at
alternatelives@
pcgamer.com.
www.pcgamer.com
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er.com
www.pcgamer.com
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OC TOBER 2011