Joystiq editorializes on the combat of Wasteland and Wasteland 2, and discusses how it needs to find a balance between what it was and expectations players might have now. They don't argue for real-time, but do seem to think the old pace of combat was all about "technological restraints". Ah, we've grown quite familiar with that phrase.<blockquote>From this point on, combination real-time and turn-based combat systems became more and more popular, until they became the default. The most famous of these was Japanese, Final Fantasy's Active Time Battle system, but there were dozens of PC games as well. Dungeon Master-inspired clones, like Eye Of The Beholder and Lands Of Lore. Ultima Underworld and The Elder Scrolls series were also directly descended from Dungeon Master, utilizing more free movement and closer to straightforward real-time combat. BioWare built its empire on phased combat, specifically with the Infinity Engine utilized by Baldur's Gate, but also Knights Of The Old Republic and Dragon Age. Perhaps it's most clearly seen in Everquest-style massively multiplayer RPGs, with their set cooldown timers and intricate strategies built around maximizing use of turns and timing.
The technological constraints that forced "old school" turn-based combat quickly disappeared after Dungeon Master. Ultima VII and Diablo were almost purely real-time, existing alongside games with phased combat and turn-based holdouts. Other series adapted, like Might & Magic, which sped up its combat pace by its third installment in 1991, or Wizardry, whose addition of positional tactics in Wizardry 8 made one of my favorite combat systems ever.
Here is Wasteland 2's dilemma: how can it create a combat system that manages to appeal to fans of the dense 1980s-style menu-based combat, while also enticing fans of Fallout and its single-character, fast-paced tactical combat? The two may initially seem similar, but there are major differences. And Dungeon Master and its successors opened up a wide variety of different styles of RPG combat of varying depth and degrees, all of which can easily be labeled "old school." And they're all going to have fans ... and detractors.</blockquote>
The technological constraints that forced "old school" turn-based combat quickly disappeared after Dungeon Master. Ultima VII and Diablo were almost purely real-time, existing alongside games with phased combat and turn-based holdouts. Other series adapted, like Might & Magic, which sped up its combat pace by its third installment in 1991, or Wizardry, whose addition of positional tactics in Wizardry 8 made one of my favorite combat systems ever.
Here is Wasteland 2's dilemma: how can it create a combat system that manages to appeal to fans of the dense 1980s-style menu-based combat, while also enticing fans of Fallout and its single-character, fast-paced tactical combat? The two may initially seem similar, but there are major differences. And Dungeon Master and its successors opened up a wide variety of different styles of RPG combat of varying depth and degrees, all of which can easily be labeled "old school." And they're all going to have fans ... and detractors.</blockquote>