I think it was me that sparked this debate (I'm aries100 at rpgwatch and at DaC) when I made some comment about DaC, the Codex, and this site (ducks flyting rotten tomates...) being in favor of turnbased combat.
I made a comment about how turnbased comment wasn't being marketable in today's competitive market. And I do still stand behind that comment. (ducks another bunch of flying rotten carrots).
I made this point in the forums at rpgwatch.com, based on my observations on this site, the codec and nma.
I agree that Fallout1+2 was extremely succesfull when they were released 10 years ago. In another comment in the forums at DaC, I
clarified my post a little. To sum up what I wrote:
1) Many more games are coming out today than 10 years ago.
2) This requires game devs. to be on their toes, also in terms of using the newest technology i.e. PhysX Engine, improved AI, and the like.
3) 10 years go, Fallout shouldn't compete with say Prey, Halo 2,
Farscape, Farcry, or console games like Touch Detective for Nintendo DS or Shenmue for Xbox andf other games. This means that Fallout, and rpgs, had the market for themselves.
4) 10 years ago, a grown man of thirtyfive (35) who played computergame was viewed by others as a nerd who lacked
social skills. This has changed in the last decade. There are many more people who play computergames today than there were 15 years, 10 years or even 5 years ago.
5) In order to get to these (new) games, game devs/publishers need to make games which appeals to a broader selection of gamers, targeting a broader audience with each release. (sometimes this goes too far, as is clearly the case with Oblivion).
This also means developing games for a wider variety of platforms than just the PC, thus hitting much broader market. (Again, this can be overdone, as is clearly the case, again, with Oblivion).
6) The Codex, DaC, and this site, all seem to agree that was made
Fallout great was the turnbased combat. (or so I've come to understand your comments on this). To me, turnbased combat is OK, but it isn't ev'rything in Fallout.
To me, the exploration, the dialoques, the setting, heavily inspired by the 1950's fear/angst of nuclear war, the quests and the many ways to solve quests, were what made Fallout 1+2 great and memorable, not the turnbased combat. In short, Fallout 1+2 was great, simply because it had a great story and clearly was a very story-driven game in which your cations mattered, and where your actions sometimes could or would influence the outcome of a quest or maybe the game itself.
7)
I, too, am worried about Bethsoft developing Fallout 3 (FO3), not beacuse of the first persin combat used in Fallout, but simply because I do not believe or think that Bethsoft will be able to stray from ther TES formula: The player can do whatever he wants (nearly) anytime he wants it (or she - for that matter
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Bethsoft's earlier games in the TES universe hasn't proven to me that they are capable of delivering a game, based on story which has focus on story-elements and key quests in the main universe.
7b ) I, too, am worried that F03 will be another one for the console 'kiddies', meaning that FO3 first & foremost will be developed for the Xbox360 (and for MS's money). The interview, Bethsoft's devs. gave to Xbox 360, could be an indication of this.
8 ) Turnbased RPGs haven't proven to be a commercial succes in
recent years. Pool of Radiance: Ruins of Myth Drannor ---
bombed big time as did TOEE. (I think Arcanum had turnbased combat as well). 10 years ago, turn-based combat in an RPG was the only way, technology probably could handle combat.
[I know, I for one, don't have the patience anymore for turn-based combat in rpgs --- duck even more flying rotten vegetables....].
9)
All of the examples of turnbased combat in games, mentioned both here and on the DaC's forums are strategy games, not RPGs.
In a strategy game, turnbased combat is better, since it gives each side time to think about what side A or side B should be turning during their next turn.
I've played (the demo of) Ultima 8, and found the game to be very enjoyable, but first after I had read the rules about 'initiative' and how to get by in turn-based combat.
This brings me to 10)
People today, simply don't have that much time to play games
(anymore). They want a streamlined interface, and a game, they can pick up, pop in their dvd-drive or their xboix 360, and start playing --- without reading too much. [I just sometimes wish they, at least, would read the system requirements for the games....].
As for turnbased rpgs being able to sell in today's competitive market, I have to admit to that I still stand by my original comment for all the reasons given above.