I think that this advice for game designers will be valid on the games we play on a mat and in our heads, in other words. So my players will see more clustering in cover and differentiation of cover and circular space, and I will tell you how it works out later.Absolutely right. While real-time (most FPS games) and turn-based (most tabletop RPGs) are two very different ways of dealing with combat, keeping the hallway example in mind will improve every game. I've always loved Star Wars: Republic Commando for exactly that reason. Using squad tactics greatly improved the arenas, which already offered numerous opportunities for tactical thinking.
Being able to come up with tactics is awesome. Being forced into certain "strategies" by game design choices is less so...It's like the game has carefully removed all possibility of tactics, in favour of forcing me to make a suicide charge into a hail of arrows.Well said. Scripted boss fights are the worst. I run into the same problem in Dragon Age, an otherwise intelligently designed game. That's why I could never get into Shadow of the Colossus.
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posted by churl at 5:55 PM on February 20, 2011