rather than an actually terribly important mechanical difference - I'm not contending that the gameplay experience of combat in a WRPG /isn't/ just as siloed as it is in a JRPG, but it FEELS a lot different
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Replying to @segfaultvicta @loudpenitent and
and the concept of the Swirly Battle Transition does a lot of work in terms of how stylised and abstract your combat minigame /feels/, how different "what you can do in combat" feels from "what you can do all the rest of the time"
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Replying to @segfaultvicta @loudpenitent and
Chrono Trigger was considered groundbreaking on the JRPG side because they did away with the Swirly Battle Transition I mean it's mechanically the same thing - including having two identical copies of the monster leap out from the original's body - but staying on the same screen
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Replying to @arthur_affect @segfaultvicta and
Which does matter a lot for immersion, at least to me It's hard to keep on teleporting to "battle space" and not totally break the mimesis and feel like you're watching a movie and then playing an unrelated board game in between scenes
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Replying to @arthur_affect @segfaultvicta and
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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Replying to @arthur_affect @segfaultvicta and
The Elder Scrolls games try to be as integrated as possible and therefore in a lot of people's eyes start to leave the RPG world behind
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Replying to @arthur_affect @segfaultvicta and
And somehow end up the worst of both worlds! No RPG mechanics, but no cinematic framing or terribly believable NPC interactions! Everybody is just a turret with HP, firing attacks at each other and sidestepping in 3D space.
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Replying to @loudpenitent @segfaultvicta and
"Cinematic framing" is, of course, something that a lot of people actively don't want "If it's absolutely impossible for me to anticlimactically stab the big boss in the back when he isn't looking, or poison his food, or whatever, why is this even a game"
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Replying to @arthur_affect @segfaultvicta and
You're missing my point. Elder Scrolls combat somehow manages to be neither satisfying as visceral close combat - the enemies still basically respond like animatronics - OR as RPG nonsense.
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Replying to @loudpenitent @segfaultvicta and
Well yeah, it's the themepark vs sandbox tradeoff It's like how in an in-person D&D session you can stay on rails and allow the DM to use their copious notes and pre-written speech for the bad guy or go off the rails and force the DM to improv
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The latter will always of necessity be less polished but too much of the former and it's like "Why did you make us come here just to read your book"
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