Dragon Age doesn't. Mass Effect doesn't. Fallout (after 2) doesn't. Pillars of Eternity doesn't.
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(Battle Space is less common than it used to be, too. FF7R doesn't use it at all directly.) I mean on the other extreme this is a problem with the open world game sphere, right? A lot of narrative tricks in visual media are about the manipulation & creation of environment spaces
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True open world games, by defining a fixed and immutable gameplay space, can't play many usual tricks with variable distance, camera framing and location-manipulation that are used to, for example, create chase sequences. (Especially bc they tend to be smaller than they ought)
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Interestingly and ironically the more integrated combat is with the rest of the game the less it feels like an RPG - unfortunately, the whole "RPG" concept is bound to ideas like "XP/HP/MP", "combat rounds", etc in our heads - and the more it feels like an "action" game
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I've often said a lot of classic RPG mechanics - and I'm saying this as someone who thinks the turn-based combat engine is a valid form - are really more gameplay technical restrictions than intended ludonarrative tools.
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