Seriously? Why? That was probably the best conversation mechanic I've seen in a game. You have to pay attention and think quickly in response. Walking Dead did the same thing and people liked it there.sesbiosfv said:For Real-time conversations, Alpha Protocol tried something like this. I liked it, but it got slammed in reviews...
Thanks, I suspected my description wasn't quite right. I only played this game for about two hours. Loved the hell out of those two hours, but new games came out and my short attention span--also, I never played multiplayer.UNHchabo said:Each turn lasts 5 seconds; if you give a command to one of your guys that will take 15 seconds, you'll have the opportunity to change it at the end of every turn, or you can just let them keep going. Within that 5 seconds though, once you commit to your moves for the turn you can't redo any of that.
One thing I really like about this game is the ability to "preview" the turn. You can place your units, then place your opponent's units, and see how the turn will play out. By doing this you might be able to subtly change your moves so that a nearly-guaranteed win for your opponent goes the other way, simply by moving one of your units a few pixels. Then when you think your units are in the best possible position, commit your turn and see what happens.
The game is entirely deterministic, with no RNG giving your opponent a lucky hit. All else being equal, a unit standing still will kill a unit that's moving, a unit behind cover will kill a unit in the open, etc. The tough part is that a unit standing still in the open versus a unit moving behind cover may be more of a crapshoot; that kind of scenario is where the exact positioning could make all the difference.
I haven't played in a while, but you should try it out -- one of the nice things about the multiplayer is that you can essentially do it like chess-by-mail; if you're waiting for your opponent to take their turn, you can log off, and it will send you mail when your opponent finishes, and is waiting on you.Covarr said:Thanks, I suspected my description wasn't quite right. I only played this game for about two hours. Loved the hell out of those two hours, but new games came out and my short attention span--also, I never played multiplayer.
P.S. Thanks
I don't think the poster meant the mechanic was slammed, but that Alpha Protocol as a whole got slammed for its various minor issues. If anything, the conversation mechanic got singled out for praise in reviews I saw. At least that's the impression I was left with at the time. Great game, IMO.thanatos388 said:Seriously? Why? That was probably the best conversation mechanic I've seen in a game. You have to pay attention and think quickly in response. Walking Dead did the same thing and people liked it there.sesbiosfv said:For Real-time conversations, Alpha Protocol tried something like this. I liked it, but it got slammed in reviews...
Only insofar as making 2D sprite games on a modern day console or PC are a waste of the platform's potential. Some systems work better when performed in specific ways. X-COM: Enemy Unknown is, I think, an example of an absolutely fantastic game from the past few years that would likely have been brought down majorly if it had real-time combat. Civilization is the same way. Those mechanics could certainly be tuned to be real-time, but I don't see why it would be considered wasteful to do so. Just because you can format a system in a certain way doesn't mean you should, or that it would be necessarily better when made more complex.Olas said:Making v-games turn based seems like a waste of the medium's potential to me,
I don't see how that could be called advantageous. If you take an infinite amount of time (or even just a really long time) to make a move in a strategy game, you aren't actually playing. You're just sitting around looking at a game board. I can understand implementing a move timer in a multiplayer environment where abusing an infinite move clock could break the game in several ways, but in a single-player experience I don't see a need for it.and... at the end of the day, don't all strategic games have to have some sort of time limit? Since otherwise it would be advantageous to take a nearly infinite amount of time to decide on each move?
Eh... I guess. I think for me it's just a bit jarring to see a bunch of characters standing there attacking each other one at a time in a realistic fully animated world. In board games it's easier for me to accept the metaphor because I know it's impossible, or at least unrealistic to try and simulate combat in real time, and all the pieces are static. The more realistic a game looks the worse the effect is.MackDaddyVelli said:Only insofar as making 2D sprite games on a modern day console or PC are a waste of the platform's potential. Some systems work better when performed in specific ways. X-COM: Enemy Unknown is, I think, an example of an absolutely fantastic game from the past few years that would likely have been brought down majorly if it had real-time combat. Civilization is the same way. Those mechanics could certainly be tuned to be real-time, but I don't see why it would be considered wasteful to do so. Just because you can format a system in a certain way doesn't mean you should, or that it would be necessarily better when made more complex.Olas said:Making v-games turn based seems like a waste of the medium's potential to me,
You're strategizing. There's a big difference between analyzing thousands of move trees and just staring at a board. Relying on a players impatience to move the game along, in a game that directly rewards patience, seems like a flawed system to me. This is why in almost all professional environments chess is played with a timer.MackDaddyVelli said:I don't see how that could be called advantageous. If you take an infinite amount of time (or even just a really long time) to make a move in a strategy game, you aren't actually playing. You're just sitting around looking at a game board.and... at the end of the day, don't all strategic games have to have some sort of time limit? Since otherwise it would be advantageous to take a nearly infinite amount of time to decide on each move?
What's the difference?MackDaddyVelli said:I can understand implementing a move timer in a multiplayer environment where abusing an infinite move clock could break the game in several ways, but in a single-player experience I don't see a need for it.