• moon_matter@kbin.social
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    1 year ago

    The OP isn’t wrong. Turn-based combat is falling out of favour with the majority of the new generation. Final Fantasy has dropped turn-based combat for the same reasons.

    For several console generations now, all character expressions can be done in real-time. Actions such as ‘press the trigger and your character will shoot a gun’ and ‘press the button and your character will swing their sword’ can now be easily expressed without going through a command system.

    It’s now common for gamers younger than me to love such games. As a result, it seems that it does not make sense to go through a command prompt, such as ‘Battle’, to make a decision during a battle.

    It was always a design choice born from limitations. It’s not going to disappear, but it was destined to decline in use once those limitations disappeared.

    • stillwater@lemm.ee
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      1 year ago

      CRPGs based on TT rulesets and classic JRPGs aren’t the same kinds of turn-based games. CRPGs have more in common with SRPGs and games like X-COM, the latter of which has been increasing in popularity when you look at all the games with turn-based tactical combat now compared to a decade ago.

      There’s no way all turn-based games are dying out. Some types are more popular than ever, including Western CRPGs. If anything, it’s Realtime with Pause that’s getting less popular in that space.

    • Neato@kbin.social
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      1 year ago

      No it isn’t. We had action games on the NES. pitfall wasn’t turn based. It’s a design choice that allows greater tactical choices.

    • Kichae@kbin.social
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      1 year ago

      They were never about hardware limitations. Limitations of imagination of the designers, maybe, but we’ve had action games for 35 years now.

      Actions such as ‘press the trigger and your character will shoot a gun’ and ‘press the button and your character will swing their sword’ can now be easily expressed without going through a command system.

      And yet we can’t purge ourselves of the awfulness that is quick-time events. I don’t buy the argument. It’s an attempt to handwave away trends without discussing real causes and effect. If the suggestion here were true, other similar mechanics, such as QTEs, would have been dead a long time ago, not be a core element of a huge number of triple-A titles.