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Zaphos
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« Reply #20 on: August 24, 2011, 02:43:20 PM »

I like the idea of giving most exp for sidequests and storyline; Deus Ex does this and it works well for me.

I like timing elements in combat ala the mario rpg/superstar saga/paper mario games, but they probably don't fit all games.

I think a turn based battle (especially without timing elements) is like a puzzle -- it can be fun to solve once, but you should not ask me to solve the same one twice.  If you must have me face similar enemies twice, randomly changing the puzzle can help keep it interesting -- for example new constraints on the battle (FFTA style?), new terrain, etc.

I don't like being asked to make long term strategic decisions (like character class and skills) without having any way to know the trade-offs and without any way to alter the decision later.  (Plot decisions on the other hand I'm okay with being like this.)

I don't like the way the potential for grinding can remove any sense of pride or accountability in one's own performance -- when whether you win or lose can be put down to just whether you've spent enough time grinding or not.
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Trevor Dunbar
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« Reply #21 on: August 24, 2011, 03:20:42 PM »



+ Grandia/Tales of...games system where the enemies can be seen and avoided before fighting them.

win/win.

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« Reply #22 on: August 24, 2011, 04:04:03 PM »



+ Grandia/Tales of...games system where the enemies can be seen and avoided before fighting them.

win/win.



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« Reply #23 on: August 25, 2011, 05:27:36 AM »



+ Grandia/Tales of...games system where the enemies can be seen and avoided before fighting them.

Bwahaha, LoD was pretty cool in this regard. Regardless, the battle moved much too slow for my tastes. Would have been better with sped up, real-time combat of this same concept, imho.
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