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Classifying games into genres helps gamers know what type of game they are about to buy/download/play. If they enjoyed playing half a dozen CRPGs in the past, chances are better than average that they would enjoy playing another. If a game was described as a CRPG on the box and turned out to be a Tetris clone when they installed it, they'd likely be annoyed, even if they happened to like Tetris too.
Yes, it helps consumers find games that they like and yes, if they like one CRPG they wil probably like another. However, my point was that when designing a game, you shouldn't say, "well, this would be fun, but it doesn't fit in with what is expected of x genre, so we better not add it". That kills creativity and innovation.
Quote:I gave several reasons why I feel that CRPGs should avoid depending on player skills, but I can expand on that one aspect if you wish.
There are a number of actions which correspond to skills that cannot be easily reproduced using conventional input devices. For example, hammering in a nail without bending it, hitting your thumb or splitting the wood.
If there is no real world equivalent, it is even harder to provide realistic control over it, because there's the added complication of the player not knowing what actions are involved.
In a game where only a few skills are used, a certain amount of abstraction can be introduced if the actions require similar movements to those which can be made with a mouse, joystick or keyboard. In a CRPG, there may be 50 or more distinct and separate skills available, many of which do not have real world equivalents.
But why does it matter? Take this: in a FPS, you hit a button to jump. Hitting a button does not correspond to the actual action of jumping. And it doesn't need to. How you control in-game actions does not have to be accurate to the real world (why would it?), but it does have to be intuitive (meaning that once you have learned the controls, they should feel natural). A single button press for a jump is intuitive, as is a single button for a sword slash or a combination of the two for a jump-slash. None of those are accurate, but all of them are intuitive. And that isn't a bad thing.
If you have 50 or more distinct ablities (it is important to define "destinct"... I have yet to see a game that truly has that many distinct abilities), it does get harder (especially with a controller) to pull it off in real-time. But it isn't impossible. You could make "families" of abilities (fire-magic, water-magic, light-physical, strong-phyiscal, etc), and put each ability in an appropriate family. Then, you could assign button presses for each ability in a family, and just cycle through the families with one of the control sticks. You could even let the user create the families. It is unlikely that more than 2 or 3 familes would be used often, so it really wouldn't be much of a problem. That is only one solution. Games like Metriod Prime have others. A common one is to assign by menu abililties, which are then used in real time.
However, since that is less intuitive, most real time games aren't set up around that sort of an ability system. They'll have less abilities (and/or make it so you rarely need to use many at a time, like Zelda).
However, if you are trying to cater to an audience that likes turn based games with lots of abilities, then obviously you should make just that. Just realize that's the reason you are doing so, and not because it impossible otherwise.
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I didn't say that all non-action games are made that way because the actions depicted are impossible in real life. I merely stated that one of the reasons that CRPGs are not action-orientated is because it would be difficult for the player to understand what the required actions would be.
As said, they don't have to be accurate to real life, but make sure they are feel intuitive once you know them.
Quote:Alternatives to those would be:-
"You missed through bad luck and/or quantum mechanics."
"You were killed because you're too inexperienced and weak, due to lack of experience/training and exercise."
"The number representing your attack power just jumped because humans find it easier to understand integer measurements and appreciate obvious rewards more than subtle ones."
"You cannot attack the monster right now because it takes a certain amount of time for you to regain your balance after swinging a weapon. The enemy knows this and is about to attack you, so it would be a good idea to try to block rather than attack again."
That is just cheap. [wink] I gave the one's I did because you gave really lame examples, too. But that last one you gave is really pushing it. Why should recovering from being attacked by a weapon take longer than attacking with it? [smile]
Quote:It makes more sense because the player takes on the decision making or strategy aspects of the character. In other words, the player provides the character's higher brain functions.
When you go to catch a ball, do you consciously trigger all the neurons between your brain and your fingertips? No, you just tell your unconscious mind that's what you want to do and the correct messages are relayed by your autonomic nervous system.
Is hitting a button on the controller to initiate a sword-slash any different that hitting a button on a user interface to iniate a sword slash? Only in that one is real time, and one isn't.
Quote:Making the act of issuing orders more complex by requiring multiple keypresses, a particular mouse movement pattern or it to be done within a restrictive time frame does not make it any more like real life.
No, but it doesn't have to. If it makes the game-experience more fun, than that is all that matters. If it makes it less fun, don't do it.
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Besides anything else, in most CRPGs time passes at least 5 times faster than it does in our world, so any time restrictions actually require the player to be 5 times quicker than they would be if they really were in that situation.
So, for a player to sustain a rate of fire of 12 arrows per minute (as a skilled bowman would), they would need to hit a key or button 60 times or more in the same length of time. Now if they're independantly controlling a party of 4 characters with bows, they'd need to increase that rate to 240.
If they want each character to do something different, they're up the proverbial creek.
Hardly realistic, fair or fun, is it?
Most CRPGs have walking in towns in real time. When you walk, do your feet move 5 times as fast? No. Just because days are shorter doesn't mean you have to move any faster.
Of course, I could have just said "but having time go that fast isn't realistic in the first place!" [grin]
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Having a turn based option evens the odds. The computer could potentially send millions of instructions every second to the characters it controls, but if everyone has to "take their turn" based on character speed, movement, last action taken etc. the human player has a better chance of using his/her strategy and decision making skills effectively.
Yes, you could make smarter actions. But having it real-time makes it so you have to think fast, which isn't inherintly worse that having to think well. I like the latter in games, you prefer the former. Note how again I could have used the realistic card.
Quote:It also reduces the effects of restricted first person viewpoints. The average human has a field of view of 120 degrees or more, but most games only show about 90 degrees due to the limitations of the screen. This causes there to be more "blind spots" than in real life.
If the player is allowed to pan the display or zoom out slightly between combat turns, that is less of a problem.
Having a smaller FOV just means that you should make sure that the battles proportionally easier, make the FOV user changable, or add a third person viewpoint. First person shooters have dealt with this just fine.
Can we agree that it all comes down to making a game that is fun? It doesn't matter whether it is realistic, but as long as the player has a good time, you have done your job.