RPG's need new fighting schema.
Tuesday, June 12th, 2007 - 4:23pm
I played Oblivion for the first time last weekend. I was hypnotized by it, but everytime it was time to battle, I'd be disenchanted by it's bulky fighting gameplay. My question is simple, and probably naive, but, "Why can't an RPG use a more robust fighting schema like a simplified DOA, Tekken, or Soul Calibur schema?"


Because an RPG is supposed to be about character stats and proper skill usage, not reflex and twitch skills.
My days of not taking you seriously have certainly come to a middle.
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Did you try out Jade Empire?
As for Oblivion, Bethesda't titles, IMO, never were the pinnacle of combat in RPGs. I liked the way it was handled in Gothic II, too bad they had to ruin it in in its successor.
Oblivion is no way to view RPG combat in general, because it's basically unique amongst RPGs (what few there are left) Its more of an evolution of the old gold box D&D games like Ravenloft that were first person, party centered, turn based combat rather than something more traditional like Baldur's gate.
RPG characters have so many spells and abilities, it may never work really well in real time until a computer can read thoughts.
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Have you tried Gothic 2? It had a modest combo system based on timing. Also, I'd love to see something like Condemned: Criminal Intent's system implemented into an Oblivion... I almost said Fallout 3 there and had to bite my tongue HARD.
Also, I'm curious to see what Conan and Hellgate do that differentiate themselves in this regard.
wordsmythe wrote:
Crouton wrote:
For combat Oblivion is just a slightly faster, more complex version of Condemned minus the kick attack. What would you want transplanted from Condemned?
Danjo Olivaw Lives
WING:
Try this mod. It makes the Oblivion combat experience much deeper and more robust (so far as the engine will permit) and has been hailed as one of the 10 best Oblivion mods of all time from numerous sources (And that's saying a LOT).
You might like it.
Morrolan wrote:
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Wow, that makes me want to play Oblivion some more. That sounds awesome.
I think there are two kind of RPG's nowadays.
1. The old style RPG. With a semi-turn based combat system, where all the hit's and damages are calculated from your stats.
2. The Action RPG. These are getting more and more numerous, and have some kind of real time combat system where stats only account for base damage, but player skill accounts for the critical head (hit on head) and such.
Each has it's fun parts, the only real problem is getting the chosen combat mechanics right.
I don't watch, I interact!
Yeah, Oblivion's combat system is pretty straight up action. The fact that the game is so much like an RPG might explain why the combat system seems kinda meh; you can't be all things to all people after all.
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Just to clear up: Ravenloft and its ilk were not Gold Box games, they were the descendants of the Eye of the Beholder games, which were in a silver box or something. Gold Box was strictly isometric turn based combat (Pool of Radiance, et al).
Yikes. I think I just scared myself with that little bout of geekery.
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WING, while I typically like reading about possible alternatives to standard genre gameplay, I think you picked a poor topic this time. There are so many varied types of rpg's these days, from turn-based, to quasi-turn-based, to FPS, to action, to fighting, and so on, that you're bound to find one that fits your style of play somewhere in the past few years.
I think what has happened to gamers, is that we have learned to accept a genre for what it is. If it's an RPG, we have accepted the fact that the action sequences won't be as 'tight' as Soul Calibur (and other fighting games). If it's a fighting game, the game won't have as great of a level of detail, scope and storyline. If an RPG incorporated some of the more robust fighting schemas...they'd have a hit on their hands. Granted, this is easier said than done, but possible. And for those gamers who love RPG's and fighting games...they'd be in gamer heaven.
So in other words, what you're saying isn't that RPG's need a new fighting schema across the board, you're saying you want a fighting game RPG.
No! It's a "kick-ass shooter!"
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Oooo... What about dual-wielding with dual analog sticks? That'd be neat... I guess you'd move by holding down a shoulder button to switch from attack to movement. It would add the difficulty of actually dual wielding as the role-playing modifier because you'd really have to practice.
wordsmythe wrote:
Crouton wrote:
A RPG/Shooter game exist ....Grand Theft Auto, and it's been hugely successful. Now just give us a RPG/Weapon Fighting hybrid please.
My perfect game would be a combination of those listed below (Whats yours?):
Take the fighting of Soul Calibur, the movement of Assasin's Creed (or Splinter Cell), and the storyline of Oblivion.
How about a hybrid of King's Quest and Oblivion? We could call it "Mask of Eternity" or something.
Fallout and Ultima 7? Oh, that's kind of like Ultima 8...
I'm just razzing you, but some combos work a lot better in your head.
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Something else you need to consider. It takes a full development team upwards of 3 years to make a good fighting game like Soul Calibur. It's not really feasible to develop that and a huge RPG and somehow merge them in any kind of reasonable budget or development timeframe.
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Sounds a lot like Dragon View for the SNES. That was a fantastic formula that just didn't take off for whatever reason.
Danjo Olivaw Lives
Why not take an existing fight engine (no coding needed)...say Soul Calibur, and build an RPG around it? That old fighting code could be ported to a badass RPG, instead of collecting dust. I have a dream!...of a day when the RPG and the Fighting genres will be one!!!
Learn to write software, and you will be amused at how naive this sounds.
Mystic Violet wrote:
Naivety aside, I'd love to see the blatant ripping off of mechanics from other genres imported into rpgs. A little Gears, a little Thief... etc. I'm of the opinion that the genre is bogged down by it's own history and dogma, though. They're familiar and safe but I don't see the need for stats and skills anymore really.
so much fail -a triumph of lowbrow consistency
So my point would then be, why call it an "RPG" if you're depending on the player himself to do all of the twitch-work? Isn't that the point, being someone you're not? Playing someone who is bigger (0r smaller), stronger (or weaker), smarter (or dumber), etc., than yourself? Games are one of the only ways an RPG can actually ENFORCE these sorts of differences.
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If you want to play a roleplaying game, then it stands to reason you want to roleplay. So what reason is there for the game to enforce the differences?
I don't see how you could make an RPG where you didn't even tell the game what kind of character you wanted to be at the beginning, but agree that stat/skill progression is unnecessary. Not inherently detrimental, but hurting the genre through it's unnecessary pervasiveness.
Sadly, I don't see that as dogma that will be done away with any time soon. The masses want their carrots on sticks more than they want something epic.
Danjo Olivaw Lives
stands to reason, maybe, but doesn't happen.
how do you roleplay being slow, or dumb, without some system of rules?
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The same way I'd pretend to be dumber than I am in real life.
Danjo Olivaw Lives
Age of Conan will change this. Also this game here: http://www.projectoffset.com/
Which states it will be a FP Fantasy.
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Yea, it's kind of a break away from traditional rpgs values, huh? There are actually a few pnp rpgs systems out there that don't actually have stats or skills right now, however. I'm not in any way familiar with them, so I really don't have a clue as to how they go about accomplishing the task unfortunately. I guess I could google it, but I'm lazy.
I'm of the opinion that when rpgs were first invented that skills, stats and all that were a way to focus imagination and direct it into a gaming experience. Lacking any sort of 'engine' beyond the creative thought processes of the group, building a set of mathematical rules and limitations was an incredibly important cog that made the whole machine turn. It was and still is a great gaming experience because of it (that of course being predicated on the specific system not being absolute sh*te). It set parameters for what a player character could accomplish, how they could interact with the game world, resolved combat... it carried out all the gruntwork of that vision dancing across your imagination, more or less. If you've ever had a pnp experience you'll know that you never, ever referred to your character as "Groz Gribblesnot the Gobbo", however. It was always "I", you and your character were one. Yet with crpgs now there's a really odd disconnect between the two. You're the player and your avatar is the one playing the role. Some folks like to decry that there's too much input from the person behind the keyboard, that it relies too much on 'player skill' and not enough on 'character skill'. I think that is schism that's really hurting the genre, in terms of development and evolution. As pretty much the entirety of the industry work towards blurring the lines where one begins and the other ends, rpgs seem stuck in a creative rut because they not only fail to bridge that gap but honestly seem to run away from it, shrieking. More classes, more skills, more stats... are they really choices or, for lack of better term, cockblocks to honest roleplay?
It most certainly is.
The question is really how you go about defining that person. What defines you or me? Some would say 'a man is defined by his actions', which is part of what I'm getting at what I think needs to change. If you're looking to shrink that divide between the pc and player why the artificial limitations when given todays engine technologies that allow for a much more 'organic process*'? That's not to say that I believe anything as simplistic as 'opening movie, a boot in the ass and off ya go on your adventure all tabula rasa style' and danjo makes a very good point when he says...
... because as we both know there's also motivations and reasons for why we act the way we do. Successes, failures, opportunity, personality and past experience are also a vital part of that mix. On the other hand, none of those are hard coded into our being either. They're simply reference points we fall back on when making decisions and choices on how we act and if anything, once again, that ability to chose is what defines our 'role' in the world.
I'm sleepy, so I'll type at ya more tomorrow. Please feel free to challenge anything I've said so far. I'd appreciate it
*organic process and a computer... roofles.
so much fail -a triumph of lowbrow consistency
Chronicles of Riddick, perhaps? it might be something that you accept as your "perfect RPG light".
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Regarding combat in RPG's, I find the horrible AI to be the major turnoff. Like in NWN2, where enemies just run straight into the arms of whoever they spotted first (the player you selected). It makes combat dull, predictable, a chore. And I can't imagine why the progress AI has made in other genres (fps'es mostly) can't be somewhat integrated in an RPG. I'm not expecting Einsteins with guns here, but some variety would be nice!
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Deus Ex was the first real hybrid RPG/shooter. NOLF2 had the same combat/stealth/skill mechanics. I liked how it was implemented in those games. Another RPG where I think FPS combat was handled quite well was (for all its other flaws) Vampire - Bloodlines. All of these qualify as classics in their own right.
So in the FPS genre, there's a already certain tradition of adding RPG elements.
For melee RPGs, I've only played Gothic I in the Gothic series, and yes, it probably came closest to what you're describing. To me, felt extremely counterintuitive, however this may have been to the awkward default key setup. One recent game where I felt combat was handled excellently was Jade Empire. A couple of console RPGs also tried this, such as Star Ocean.
The main problem with hybrid reflex and skill point systems is to find the right balance. How much importance to you put on player skill, and how much on stats? Too much reliance on twitch and your stats become irrelevant. Not enough, and it may as well not be there (kind of like the endgame in Jade Empire).