Re: Let's Talk Combat

@35: Isn't that game more a fighting game with RPG elements due to the source material? Nothing against fighting games being shifted into that state, there was an entire game series (tales) whoh initially started using side scrolling fighting-game style combat as the base for their first RPG.

Anyway though, let's not entirely claim that real time rpgs aren't excluded from eventually turning predictable and boring, and they're even more vulnerable to crumbling with bad AI. Ignoring the entire problem with scripted events limiting options, players routinely break the Ai of games to have them do what they want, rather than the Ai be inteligent and perform actions in their best interest. baiting is the usual term for getting enemies to do what you want in a predictable fashion, to initiate the same counter attack over and over until you win. And it's really hard to design an AI complicated enough to avoid falling into the bait trap as millions of players playing a game with different ideas is more creativity than a small team of developers can match. With turn based RPG's, it's a lot easier to work an AI there as players are limited to a specific set of choices they had developed their party with. You don't have to worry if your player takes out your elite mooks here with a series of chain backstabs just because they know how to force an enemy to do the same attack over and over.

though, pleanty of devs have created real time systems with a terrifying amount of depth, and awareness by their AIs to try to blunt these attempts to criple their capabilities.

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