Jim Cojones said:
Herr Mike said:
Why pretend Fallout had a perfect combat system? It didn't.
Lets see:
[url=http://www.nma-fallout.com/content.php?page=features&id=13 said:
The History of Fallout[/url]]When asked to talk about Fallout's combat system, Tim Cain has noted "I think the strength of Fallout's combat system is that it was easy to understand and use, but still complex enough to give you many options on how to fight. Turn-based combat gives you more time to think of battle tactics, so combat feels richer - and a lot of people responded to that." (ref) Additionally, Tim explained "It also showed how popular and fun turn-based combat could be, when everyone else was going with real-time or pause-based combat." (ref) Feargus Urquhart later added "If you want to exactly represent GURPs, D&D or most other PnP RPGs then you have to go turn based, which was the decision for Fallout when it was GURPs." (ref)
Fallout didn't have an ideal combat system. It had combat system which ideally suited to the priorities of designers what is always far better in
art than "this is more popular this days so it will sell" explanation.
I'm not saying it didn't work. It obviously did. I love the game to death. Sure, it worked better than a RT system would have, since they designed the game with TB in mind. But, none of that means you could not have had a slightly different Fallout of equal quality with a real-time combat system. My point is, turn-based combat is not integral to the Fallout experience, at least not my Fallout experience.
Herr Mike said:
I'm not going to say FP is the superior format, but it is the most immersive by a longshot. Bioshock and Half-Life 2 put that argument to rest for me.
One example - Planescape: Torment (anybody not agreeing is as good as dead
). The most immersive game ever.
Brilliant game, I might like it more than Fallout. But I still disagree that isometric can be as immersive as FP. It just can't. That's the very nature of it. The whole point of isometric is to give you a bird's eye view, to SEPERATE you from your character and put you ABOVE the ground, with an impossible perspective. How can that increase the realism, or immersion?
It could be simply that you prefer it not to be so real, or visceral. And that's fine, but I'm not sure I can be convinced that those two things don't enhance the feeling of "being there", i.e. the immersion.
Torment achieved incredible atmosphere, to be sure, but not because of the perspective, it was because of the extremely engaging storyline. You put Torment in first person, it's going to be even better. Why wouldn't it be?
I think it was an issue of technological limitations, or those games would have been first person also. I would think designers would want to put things in the most real perspective possible. But, for a long time FP games just weren't very pretty, at least not what you could do on a comparable budget. Back then, you could get better looking graphics with less horsepower by using a 2D isometric engine. So that's what the developers used. Nowadays you can have immaculate graphics and faithfully interpreted art with a 3D engine. So why not use it?
Thesis about FP being most immersive is in my opinion the biggest lie (of these believed to be true) ever in gaming world and it works because of simple association - you see what main character see so you feel like you were him (or her). But it is only about what you see. But do you realise you have four more senses? The best way to give the impression of feeling them is to write good description with words.
I agree (with the last bit) to a point, but by this logic we should all be playing Infocom games. Heck, I love those. Very immersive. But we all know they won't be making a comeback. Even if they did, I still like graphics.
Besides, there is nothing to say you can't have text descriptions of things in a first person game, just like you can in an isometric one.
The reason why Bioshock is immersive is not FP, but some brilliant solutions like woman talking to a revolver like it was her baby, song of little girls, journals of Rapture inhabitants (as I said - making use with words) and many other. Don't tell me it would be impossible to maintain such immersion in isometric game.
Sorry, I'm telling you it would be. Lets look at it scientifically. You see something, and you process it. The more abstract it is, the more you have to process. The more your brain works at converting an abstract image into something you can recognize, the less horsepower your brain has to notice "all the little things" in the environment.
Of course you can still get a lot of immersion from an abstract viewpoint. Heck, you get immersion from reading text, the ultimate in abstraction. But you can't get as much.
You cite the woman singing to the gun in Bioshock, with the shadow splashed on the wall. Absurdly brilliant image. Can you remember a scene in Planescape so vividly? Maybe, but a scene that ultimately has no impact on the game?
Half life 2? Played, find nothing immersive in it so I have no voice in that matter.
You didn't? I thought it was fantastic. Sure, it was more or less a movie, since the player does very little but move as told, shoot as needed, and manipulate a few objects, but the environment was superbly realized, and the story was fascinating.
In some ways, it succeeded where Bioshock failed. You didn't have to worry about "gamey" stuff like hacking countless vending machines, and switching plasmids, etc. You only had to consider which gun to use. Mostly you could sit back and enjoy the show, and soak in the experience.
Not the kind of game for everyone, I admit. But if I want a game where I have to think and strategize, I want a game that doesn't half-ass it and ultimately turn it into work, like a lot of FPS' and RPG's.