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You may not have noticed that there are also hidden turn-based mechanics in real-time games

Many players on the Internet have ridiculed that the Dark Souls series is a turn-based game, especially Dark Souls 2.

Dark Souls 2 has changed the Tumbling Action module due to new adaptability (affecting action speed and invincible frames). Under the limitation of the endurance bar, the character's attack frequency is lower, and the original one or two knives can solve the battle, but now it must pull two or three rounds, which is not a turn game!

If you don't pull and force an attack in a "wave of streams", then there will be a strange picture - the enemy is not dead, the counterattack comes, you can only stand in a daze, you can not do anything. Because your endurance bar is gone!

You may not have noticed that there are also hidden turn-based mechanics in real-time games

It is rare to be weak into such an action game character, which is why the early soul game has always spread in a small circle. After all, with this kung fu, if you play "Devil May Cry", you have already hit the boss into the sky.

You may not have noticed that there are also hidden turn-based mechanics in real-time games

But with the popularity of soul games and the recent release of Eldon's Circle of Law, more and more players are embracing this action game with the characteristics of a turn-based combat mechanic. In fact, in addition to the Soul game, in other games, there are traces of similar turn mechanisms, such as the Monster Hunter series.

I believe that many Mu "strange hunters" come in the name of "strange hunting", and players who try to slay dragons for the first time will have great discomfort, such as "how the back shake of this weapon is so long", "why does this move need to be stored for so long", "how this knife is sharpened without cutting a few times", and so on.

You may not have noticed that there are also hidden turn-based mechanics in real-time games

The reason for these problems, in the editor's opinion, is also because the game integrates turn mechanics into the battle in order to make the battle more realistic and fair.

Speaking of which, many people may have to ask, why does the combat integration into the turn mechanism become fair, and is there any basis for it? It is difficult to find a theoretical basis, and I can only give two examples to let everyone better understand my point of view.

An example is a gun battle scenario, whether it is a real-life battle or a battle in a game such as Call of Duty, both sides often follow a rule limit, that is, the ammunition magazine capacity.

You may not have noticed that there are also hidden turn-based mechanics in real-time games

Therefore, the rhythm of shooting is often one side suppressing the other side (more obvious in reality, because a bullet will kill, not drop blood), and when the bullet is finished, it will be changed covertly, at which time the other side will shoot back. In this way, the two sides rotate to shoot until one side makes a mistake and is hit, is this mode of engagement more like a turn mechanism? (The two people shooting each other here)

Another example is a fighting game like King of Fighters 97. When the opponent makes a move, the confrontation is often not a wise choice, because the attack has a sequential judgment, and the first hand has a huge advantage. At this time, the player needs to defend, wait for the opponent's move to end or has already ended, to seize the advantage of the next round, or even take away a wave of combo moves.

You may not have noticed that there are also hidden turn-based mechanics in real-time games

As the saying goes, art comes from life, in the real-life fighting and martial arts scenes, the two sides of the battle are actually an attack and a defense, a round of temptation. Therefore, in order to pursue a more fair battle experience, the Dark Souls and Strange Hunting games have added the design of endurance bars and move back and forth, and naturally integrated the turn battle mechanism to create their own game features.

Of course, these are just the words of the editor, perhaps these game producers do not have this kind of consideration at all, just want to make the battle more difficult, so that users have a more sense of achievement after defeating the enemy. As for whether the turn-based combat mechanism is integrated, it depends on what the player thinks!

So do you agree with the editor?? Welcome to discuss in the comments section.

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