Mr_Cyberpunk wrote:As I said, the flaws of the Action genre
I really don't mean to offend you (this time), but I think you're being a poor designer right now. You're kinda saying that games have to do everything to be flawless, but I strongly disagree with that. I would much rather make or play a strong focused game than a game that tries to be everything and fails. If you make a game where the player can fight or talk his or her way through the entire thing, you're forced to make both of those play styles equally fun and challenging (because the players will
almost always pick the path of least resistance, and if that path isn't fun, you've fucked up), and I've yet to encounter a game that did that - in the Fallout games, talking your way out of trouble was more often than not a "shortcut" around content that felt like you were skipping the combat, and conversely Torment's dialogue solutions were very rewarding, but its combat was balls.
The action genre is not flawed for its games not letting you talk your way past every fight, just like the science fiction genre is not flawed for not having cowboys, Indians, and six-shooters (not counting Firefly, obviously). Demanding that action games support completely peaceful playthroughs lest they're flawed is like demanding that puzzle games let you blow up every puzzle (though admittedly I would appreciate the average puzzle game more if it did!).
But my comments were out of total respect, I think Deus ex and TNM succeed at what they set out to do, they just aren't like traditional RPGs though where you could take a supporting role or possibly even avoid having involvement with even the story its trying to tell. But its cool, rarely games actually succeed at pulling it off- Fallout 1 is just lucky it was ripping of GURPS- else it wouldn't have been anywhere near as awesome.
Yeah Fallout is an exception, but as I mentioned above, I don't think its talkative solutions measured up to the combat in terms of fun. Fallout had a splendidly engaging turn-based combat system, in fact the only turn-based combat system I've ever really enjoyed in a computer game; it's challenging and rewarding both mentally and aesthetically (especially if you have the Bloody Mess perk, eh?
), whereas talking your way out of combat is usually just a matter of investing loads of skill points in the right skills, clicking the more or less obvious dialogue node when it comes up, and getting lucky on a behind-the-scenes dice roll. The only real satisfaction you get from that is the feeling that you've found a short cut, and the challenge is pretty much nil.
I think for a game to have really rewarding non-combat, it'd have to have proper adventure-game puzzles with some investigation elements. Ironically TNM's setting and plot would've supported that brilliantly since the player is cast as an independent investigator, there's just the issue of it not being a type of gameplay of particular interest to anybody on the team, as far as I know. True adventure gameplay was outside the scope of Deus Ex - a scope which was already stretching the limits of reason, in my opinion - and TNM was pretty closely modelled on Deus Ex for obvious reasons
TNM alone was a monster of a task, I'm still impressed you guys pulled it off given the limitations you had.
Thanks, I know you don't mean any disrespect, I'm just disagreeing with your approach to game theory in this case