That's not how it works though. Go on, try again. I'll give you a chance to correct this statement. Watch some videos and come backMaybe by actually playing it for some time, feeling like throwing up, and then turning it off?
Using a UI marker to pinpoint a location, then head in said location and end your turn before picking an action isn't my idea of complexity.
And all those games combined don't have the systemic depth of Baldur's Gate 3. They're all just blindly-button-mash-to-victory archaic design. Not my idea of complexity if we're really gonna get reductive like thatFinal Fantasy XVI, DMC, Bayonetta, and many more games have no slow-down, even if a few do use radial menus for a few things.
Meanwhile, BoTW/ToTK aim to give you more options and how do they achieve it? That's right. Shitty radial menus for abilities and shitty serial searching for switching between inventory items during combat. Both pause the game and you can take all the time to think your strategy while the enemy waits for you to unpause before they can get back to whatever they were doing lmao
We've now established that you need to continuously pause the action if you want to give players more options in these action games. So much for being real time all the time. Yikes!
I didn't even mention Witcher 3 but remember how it "ruined yo lyfe"? Yeah, still living rent free in your headLmao @ using the Witcher 3 and its shitty radial menu for signs as a benchmark for real-time combat. HAHAHAHAHAHAHA
Besides, you don't have to use the radial menu in W3 if you're on KB+mouse or using a Steam Controller. Sucks for you I guess. KB+mouse is just superior like that. And Steam Input AI+Steam Controller were just way ahead of its time
What's complex about button mashing brain dead enemies in these games where you have to unlock 1-hit death modes to add any degree of challenge to the game? Pulling off complex combos you say? I'd rather pull off complex combos in games with superior real-time combat systems, for e.g. TekkenMaybe for you. You won't be able to pull off a complex combo in DMC
Not really. One has to be capable of understanding the benefits of both and realize what works best for your design goals. You're the only one here who thinks real-time is inherently superior in all aspects and should be the goal for all games, when it ain't. If it was up to you, chess would've be a real time time game played in 3rd person perspective where the player can't see the entire board and every piece is free to move however it wantsOn the contrary, you're displaying a lack of understanding of how combat works in games where it is real-time
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