
Sure, let's give the industry more excuses to play it safe and cheap.
No. Just no. The reason that games like ARR continue to have boring, bland tab-target nonsense isn't due to anything special.Â
It just comes down to money.
Keeping your IT infrastructure up to snuff enough to support free-target action combat (aka "active combat") is much more expensive than passive "tab-target" combat. Active combat is much more latency-sensitive. Active combat requires far more thought and planning in encounter design to make sure raid bosses remain challenging without being a DPS-race copout.
You see lots of KMMOs with active combat these days because South Korea's broadband infrastructure is vastly superior to America and Europe's. It's cheaper and easier for them to use active combat than it is for us, so you see it more over there. When those games get localized in NA and EU, we see lots of problems with latency, attacks not firing, blocks not activating when they should...
It's not an issue of aging populations, a desire to remain true to the Final Fantasy spirit (if that were the case, why is the combat not straight up turn-based with the usual Attack Magic Special Item menu?) or anything interesting like that. Nope, it's money. Just money.
People seem to have developed a hate-on for active combat due to the terrible shovelware Korean MMOs the system is associated with. Ya'll are throwing the baby out with the bathwater; if Squeenix had put a TERA-style active combat system in ARR, with their considerable resources and talent behind that system, it could have been incredible. Instead we get a fairly underwhelming experience that's less interesting (especially for healers) than the "king" of tab-target games, World of Warcraft.
No. Just no. The reason that games like ARR continue to have boring, bland tab-target nonsense isn't due to anything special.Â
It just comes down to money.
Keeping your IT infrastructure up to snuff enough to support free-target action combat (aka "active combat") is much more expensive than passive "tab-target" combat. Active combat is much more latency-sensitive. Active combat requires far more thought and planning in encounter design to make sure raid bosses remain challenging without being a DPS-race copout.
You see lots of KMMOs with active combat these days because South Korea's broadband infrastructure is vastly superior to America and Europe's. It's cheaper and easier for them to use active combat than it is for us, so you see it more over there. When those games get localized in NA and EU, we see lots of problems with latency, attacks not firing, blocks not activating when they should...
It's not an issue of aging populations, a desire to remain true to the Final Fantasy spirit (if that were the case, why is the combat not straight up turn-based with the usual Attack Magic Special Item menu?) or anything interesting like that. Nope, it's money. Just money.
People seem to have developed a hate-on for active combat due to the terrible shovelware Korean MMOs the system is associated with. Ya'll are throwing the baby out with the bathwater; if Squeenix had put a TERA-style active combat system in ARR, with their considerable resources and talent behind that system, it could have been incredible. Instead we get a fairly underwhelming experience that's less interesting (especially for healers) than the "king" of tab-target games, World of Warcraft.
attractive enmity device