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Mostrando entradas de marzo, 2020

Reply to Kiva.

Pretty short and quick, since I feel lazy and tired today: What makes a combat system great is the balance between the objectives set in the system and the complexity of the different strategies to achieve them within reasonable limits in terms of execution. Such limits should be close to what's even humanly possible, but never much below them (in turn based combat systems it's not execution,  but reasonable limits like the amount of variables to consider to make a decision, for example). 2 combat systems that achieve this and have very different objectives are Ninja Gaiden 3 RE and DMC4. It proves that isolated variables alone, like only enemies' design and AI, only the complexity of the move-set, only execution, etc., alone won't make a combat system great per se. They must be logically designed regarding the objective of the system. If the objective of DMC4 was to develop fine reactive habits to deal with aggressive enemy harassment, it would be a poor