Does Grimrock 2 has Turn-Based option?

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archaven
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Does Grimrock 2 has Turn-Based option?

Post by archaven »

Hey all. Am new here. Was playing Grimrock half way and it was really awesome game!. One of my gripe is that it's real-time. Does the game has the option to enable turn-based? I'm not asking for the game to be turn-based, but an option for those who want to play it at their own pace will be great? Recently bought Might & Magic X Legacy and i'm enjoying it every bit. Cheers
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Dr.Disaster
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Re: Does Grimrock 2 has Turn-Based option?

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Dandy
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Re: Does Grimrock 2 has Turn-Based option?

Post by Dandy »

Well they could do worse than making sure that a option to slow the action down was available.

For me and I think many more people the LOG experience was ruined by it being to fast, feeling more arcade than a tactical dungeon crawler.
Now then, if there was a simple slider to slow the movement down it would be a real boon to the game, and everyone would be happy, young, old, fast and slow. ;)
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Dr.Disaster
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Re: Does Grimrock 2 has Turn-Based option?

Post by Dr.Disaster »

Dandy wrote:Well they could do worse than making sure that a option to slow the action down was available.
Here is this "option" you are looking for, including a speed slider: http://www.cpukiller.com/
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Dandy
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Re: Does Grimrock 2 has Turn-Based option?

Post by Dandy »

Dr.Disaster wrote:
Dandy wrote:Well they could do worse than making sure that a option to slow the action down was available.
Here is this "option" you are looking for, including a speed slider: http://www.cpukiller.com/
Haha! very funny. I would not consider this a acceptable solution, much better a in-game slider.

AH, have commented on the turn based option, maybe they will comment on this.
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Dr.Disaster
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Re: Does Grimrock 2 has Turn-Based option?

Post by Dr.Disaster »

Dandy wrote:
Dr.Disaster wrote:
Dandy wrote:Well they could do worse than making sure that a option to slow the action down was available.
Here is this "option" you are looking for, including a speed slider: http://www.cpukiller.com/
Haha! very funny. I would not consider this a acceptable solution, much better a in-game slider.
Don't blame me for not offering the most common solution. You can use it or not, your choice.

It seems you think this is a joke. Well it's not. Slowdown tools are used by players since decades when their favorite game suddenly runs too fast on a new system. This is also the reason why I very much doubt that AH has any plans of implementing something like a slowdown option.
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Dandy
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Re: Does Grimrock 2 has Turn-Based option?

Post by Dandy »

Dr.Disaster wrote: Don't blame me for not offering the most common solution. You can use it or not, your choice.

It seems you think this is a joke. Well it's not. Slowdown tools are used by players since decades when their favorite game suddenly runs too fast on a new system. This is also the reason why I very much doubt that AH has any plans of implementing something like a slowdown option.
It's not a joke, it's a liability. I have used stuff like this in the past, and have always ended up having to reformat. I now try not to mess around with a good working system. ;)
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Isaac
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Re: Does Grimrock 2 has Turn-Based option?

Post by Isaac »

While I am actually partial to TB games, Turn Based is not really a part of the style they are going with... Games of the type that preceded Grimrock were almost never turn based; I can't think of one (and I know a lot of them).

*For those that play Grimrock, but don't know some of the history of the genre... Here are a few of the greats:
(Obviously you might want to skim through these instead of watching start to finish...)
http://www.youtube.com/watch?v=08dUjvEIuus
http://www.youtube.com/watch?v=DKdBs7Pc1JE
http://www.youtube.com/watch?v=DKdBs7Pc1JE
http://www.youtube.com/watch?v=s0Bmh4jW_lM

http://www.youtube.com/watch?v=TZRGYSrk388 << I once read a post by a guy who claimed he played this for five years, and didn't beat it; It's a harsh game, but that's hard to imagine.
talkingtree7
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Re: Does Grimrock 2 has Turn-Based option?

Post by talkingtree7 »

Isaac wrote:While I am actually partial to TB games, Turn Based is not really a part of the style they are going with... Games of the type that preceded Grimrock were almost never turn based; I can't think of one (and I know a lot of them).
Are you talking about 3D dungeon crawlers
the genre of video games whose best known franchises are wizardry and might & magic
that basically began with akalabeth
predominately in the 80s and 90s
the brother of roguelikes
child of tabletop rpgs
father of jrpgs
whose most recent major release was etrian odyssey 4
this is genre you are attempting to search within and struggling to find an example of turn based / phased combat despite your vast knowledge on the subject
?

no but I agree, it would be absurd to apply a turn based system on top of grimrock, or any other real time game for that matter. It's not simply a switch from real time to phased or turns, the structure of combat is fundamental to these kinds of games and making a switch like that is the kind of thing you have to do early in development, as it has innumerable consequences on the structure of the rest of the game. That is, if you hope to create anything worthwhile. Obviously the game won't start crashing if you threw in turn based combat, after a few tweaks.
It's basically the same reason why all of those wrpgs had such god awful combat. They pulled a ruleset developed for a strictly turn based game and just plastered on top a pseudo turn based system with minor edits to the functionality. Not to mention the major changes that go along with the shift from the physical to the virtual, and from multiplayer co-party to singleplayer party
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Isaac
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Re: Does Grimrock 2 has Turn-Based option?

Post by Isaac »

talkingtree7 wrote:
Isaac wrote:While I am actually partial to TB games, Turn Based is not really a part of the style they are going with... Games of the type that preceded Grimrock were almost never turn based; I can't think of one (and I know a lot of them).
Are you talking about 3D dungeon crawlers
the genre of video games whose best known franchises are wizardry and might & magic
that basically began with akalabeth
predominately in the 80s and 90s
the brother of roguelikes
child of tabletop rpgs
father of jrpgs
whose most recent major release was etrian odyssey 4
this is genre you are attempting to search within and struggling to find an example of turn based / phased combat despite your vast knowledge on the subject
?
:lol: Dungeon Crawlers of the type that LoG is imitating ~like Dungeon Master; like Eye of the Beholder, like Stone Prophet; Menzoberranzan; Stonekeep; Lands of Lore.
Big difference from Goldbox SSI games, and Bard's Tale. LoG is not styled after that type of game ~just look at it, it's self evident from the outset.

*Phased based [like Bard's Tale/Wasteland] is different from turn based. In turn based combat the player has been shown all events that precede their choice of action; [every turn that happened before theirs can affect the player's decision on a course of action; not unlike Chess]. Phase based does not offer anything but statement of intent; where each character can declare what they would like to attempt ~regardless of what may happen during the round; not unlike Rock/Paper/Scissors, or even the card game "War". Every combatant declares their intent, and the engine strings it together into an automated sequence of events; giving no control to the player over how the events play out... even randomly wasting some of their declared actions. There is no 'each in turn' in a game like that, and it's a weak platform for strategic play... as any plan can fall apart at any moment during the round, but the [conscious/surviving] characters remain locked into their stated actions; not so unlike moving to check a king, and discovering that the guarding piece is suddenly gone during your turn. :o
no but I agree, it would be absurd to apply a turn based system on top of grimrock, or any other real time game for that matter. It's not simply a switch from real time to phased or turns, the structure of combat is fundamental to these kinds of games and making a switch like that is the kind of thing you have to do early in development, as it has innumerable consequences on the structure of the rest of the game. That is, if you hope to create anything worthwhile.
Indeed. Technically... a game like LoG could allow the player to set the PC actions and click a "commit" button ~like Wasteland or Bard's Tale; or even step through an encounter one combatant at a time, but that ruins the realtime click & dodge gameplay. EOB3 suffered from the terrible choice to include an 'everybody get'him' button...[called "all attack" IRRC].

The whole point is to click the right boxes to make the party act as you need, while under stress and thus at the risk of mistakes. Image
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