This is a weekly column focusing on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity. Last week's column on changes in role-playing combat systems through history ruffled a few feathers, so I thought it would be a good idea to discuss what, in my opinion, makes for good RPG combat systems. I had no intention of sounding like I hated turn-based combat (since my two favorite RPGs use it!), or that every new game was better than old.
Responsiveness may be the single most important component of a good combat system. I mean "responsive" in a broad fashion, specifically encompassing four different forms of responsiveness that can all work together: pace, information, animation, and sound.
Responsive pace means that when you press the button to have something happen, that thing happens quickly. In Jagged Alliance 2, one of the greatest tactical RPGs of all time, you click your mouse and you immediately see what happens. Your choices register instantly. Or, in games like The Elder Scrolls: Arena and Daggerfall, your sword follows your mouse when you hold the attack button, and you see the effect instantly. On the other hand, there are games like Anachronox, a fascinating Ion Storm homage to Japanese classic Chrono Trigger. Anachronox does extremely well at setting a tone for the game with interesting characters and narrative, but its sluggish combat is a major drawback and renders the game extremely frustrating in battle-heavy areas.
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