It's pathetic how much games rely on combat. Are you really telling me there's nothing better to do in a fantasy world than kill wildlife?
It's pathetic how much games rely on combat...
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>PRESS "X" TO TALK
Dialogue trees are more interesting than combat, at least.
If I wanna watch a movie I'll watch a movie. Story in video games need to be eradicated
Dialogue trees are legitimate gameplay if they involve persuasion and have real consequences.
you're right OP but Any Forums is full of very small thinkers, as you can see from some of the replies already, they think in binaries such as 'game is either movie or game', not capable of much nuanced thought
two good videos on the subject:
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there are a lot of reasons combat is the primary method of interaction and a lot of problems it causes. here are some thoughts:
>a man with a sword or a gun on the box art is instantly understandable, easy marketing
>when you start a game and you have a gun or a sword, there's no question as to what you'll be doing, easy to acclimate players
>it is now expected that every game has combat; any game that doesn't is usually considered to be a game that's "making a point"
>games are so infatuated with combat because it's a style of play that's been refined for decades now, making it as fun to play as possible
>combat gets the best mileage; it's easier to design new NPCs to shoot and swing at than it is to develop new systems of interactivity with the world
>dialogue for example hasn't seen the same development that combat has; an old RPG will have you pick a few dialogue options, and new RPGs are the exact same (yet even worse, see: Fallout 4, Mass Effect etc)
>a beaten horse, but ludo-narrative dissonance is still a problem and immersion breaking. LA Noire features a rookie cop protag that mows down waves of goons like it's no problem, Max Payne kills hundreds, Nathan Drake and Lara Croft practically genocide people in comparison, Indiana Jones only kills 9 people in the first movie, which both games are inspired by
>compare your average book and how often combat features in it and it's a stark contrast to video games
>combat should be used to push the stakes as far as they can go, a struggle between life and death. when combat is non-stop all tension between player and world is removed, the only effective way to raise the stakes is a 'boss battle'
It's much easier to make engaging combat that engaging dialogue.
Combat gets repetitive. Dialogue, if it's engaging and layered, doesn't.
The Circle or The Council or whatever that Illuminati detective game was on Steam is a good example of this. the conversation "battles" were often more engaging than most shooters.
>everyone immediately just looks up the guide to see what to say for the best reward because nobody plays vidya for the story
These posts are always pathetic. There's plenty of puzzle, VNs, sims and sports games, but you don't want them - you want Ubisoft to make them. Because you're whiny with shit taste.
check out Pentiment, should interest you, seems promising. don't mistake it for a Disco Elysium clone though since it's definitely not
Both can, but both don't have to if done well. But again, it's much easier to have good combat that good dialogue.
are you that addicted to clearing out 'bandit camps' that you wouldn't accept reducing trash encounters to make combat more engaging and thoughtful, or even open up new ways of interacting with games?
most popular modern games are little more than fancy arcade titles
Play card shark.
It still has combat, but as a failstate.
The game is primarily learning sleight of hand cheating and trying to become rich and influential through it in a medieval setting.
Why is it that people can't actually enjoy a balance of combat, dialogue, and other activities that are neither?
If you hust don't like combat, why don't you just go and read a VN, or one of those Book games?
Seriously, its retarded to play games with combat when you don't even like combat OP.
I am a quest designer on a single-player RPG and it's goddamn hard to come up with quests that don't boil down to 'go to X and kill Y' or 'go to X and interact with Y'.
Give me your alternatives, OP.
You can also pay someone to do the combat for you, or just pretend that you beat the game in your imagination instead of playing it. But most people are not as brain-damaged as you.
You are mentally ill if you can fight the same monster over and over and over and still find it fun. I repeat: you are mentally ill.
I don't know what your budget is, but surely you've combed the corpus of RPG quests out there? There are thousands of quest structures that don't have combat. For example, you have to defend yourself from an accusation and will be executed if you fail, or you have to turn rival gangs against each other through gossip, or you have to sneak into an area and assassinate someone without getting caught. I mean, there is a vast corpus here.
Combat itself isn't bad. But it's becoming a crutch because it's easier to design than other mechanics. I find a game with >10% combat offputting.