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Aug 13, 2007 14:11

I find myself wiry of the traditional console rpg specifically the combat system. Random Encounter Combat Systems if you think about it are irritating as a whole. Wandering through the highly detailed world, at least now a days, and suddenly with out warning you get into a fight in which you are "transported" to a little field where your characters take turns killing things. Also Fights never occure in frequencey that you desire, either they occure too often interupting the atmosphere the game or they hardly come at all when you are forced to run in a circle for hours trying to level your characters.

I have come to enjoy Action adventure games much more than console RPGs as they are more streamline. In a console RPG you level or die, in AAGs you can rely on skill over level to get you through. I belive Square's recent attempts at revolutionizing the RPG system have been quite sucessful, FFXII and Star Ocean 3 specifically. Some complained that FFXII played like an MMO then you need to learn to play. In FFX you leveled or died, in FFXII I was able to relay on skill and the environment to defeat some of the toughest enemies. The most difficult thing in these two games is AI, that being the ability to control your partie members. Sence Star Ocean where a similar system is used party member AI is a bit clunky and simple often resulting in whiping out your other party members unless you took direct control of the healer character. FFXII on the other hand uses a much more sophisticated system that allows the player to program their characters. Though many people complained that this was the, "game plays for me" system the truth is the game only played for you if you made it to. The system was brilliant compared to its predicessor Star Ocean system where your entire party rushed forward and got hit by every single AOE the boss could dish out where the only character you could play was the healer or the main character who often was the only survivor in the end of the big fights.

Beyond that We have Oblivion, an RPG in which characters develop a single character to take on the world, presented with at least 3 ways to fight, head to head sword swinging action, fire ball blasten mages, or sneaking around unseen, often players did all three but they had one area of experties. The game is a first person or thrid person game which you have direct control of the sword, the sheild and where you move. your sword hits something, it really hits something. If you see it it occures. There are even party members with decent AI systems through you cannot take direct control of them.

Overlord. I belive this game deserves a special mention. Similar to pikmen you played a main character who controls a large group of minions to do your work. Main Idea behind this is army against army, team work and cooperaion where you have direct control of your minions through your main character through a simple controls. But this game suffers from the same problem pikmen did. Toward the end I found myself fighting off large monsters by myself or using a very small group of minions to better control them inorder to not lose as many at once as we often faced monsters capable of killing nearly all of my minions instantly as I watched helpless to gather more or regroup them to protect them.

As an aspiring future game designer I find I enjoy these mentioned systems, and hope to develop and design similar games. An Oblivion Overloard hybrid has recently perked my intrest. Not quite to scale of controling 50 to 100 minions but 10 maybe 20 well trained party members or mercenaries.
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