Original Post
Hello all,
As a big fan of RPG games, I was wondering why their combat interfaces are usually so boring.
The subject is usually brought to mind when watching my characters defeat some orcs in Dungeon Siege, or (god forbid) the repetative snake-bashing of Everquest. To me, a game is supposed to be an interactive fun experience. Here are my thoughts on the matter:
There seem to be two schools of thought when it comes to combat.
On one side you''ve got the people who want it to be a completely dice-roll kind of system. You spend hours developing your character pefectly, getting all of the right magic equipment and spells, so that he is a master with that sword. It doesn''t matter that you, as the player, have no idea how to use a sword. There''s the appeal; a handicapped person can become a master swordsman without having to be highly coordinated or reflexive. You''ve built a character that handles all of that for you. The down-side seems to be that combat is a boring thing. You may make a few choices about when to pause and drink a health-potion, but generally the game handles all of the interesting stuff.
On the flip side, you''ve got a totally action-oriented system where it''s ENTIRELY up to the player to be quick, reflexive, and coordinated. Think Soul Caliber, where the player must know what attack combinations to use at which point, and must be able to execute them in a timely and correct fashion. The down-side to this is that there is no RPG element. If you''ve got a few magical enchantments that increase your skill with the sword, and your character is level 75 and spent all of his skill points in swords, you as the player are still not any better at it.
So, why hasn''t anyone tried to devise a system that marries the two?
Thoughts for the day. Apparently this is what too much Turkey does to you.
-Ben

