Posted October 15, 2020
Playing Wasteland recently, it occurred to me that there's a certain style of RPG that I wish were more common.
Here are the traits I am looking for:
* Open world. Specifically, the game should not prevent a player from exploring most of the world with plot barriers or similar. Having areas open up new areas when cleared may be acceptable, provided that it's not done in a linear fashion.
* Dense. It must not take long to go from one point of interest to another. I'd rather have a smaller world map than a bigger one here. (In particular, I note that the Elder Scrolls games don't fit this criterion.)
* No level scaling. If the player reaches a high level area early on, the player should expect to be slaughtered, and if the player manages to acquire some treasure from that area, said treasure may be significantly more powerful than what the player has at that point.
* Strictly turn based. In other words, the *entire* game needs to be turn based. If I go AFK at any point in the game, there shouldn't be any consequences that could have been avoided had I not gone AFK. (I believe games like Fallout and Baldur's Gate 3 fail this criterion because only the battles are turn-based (although at least BG3 lets you "pause" by initiating fake combat).)
So, Wasteland and Dragon Wars are good examples of this style of RPG, but are there any other good examples?
Here are the traits I am looking for:
* Open world. Specifically, the game should not prevent a player from exploring most of the world with plot barriers or similar. Having areas open up new areas when cleared may be acceptable, provided that it's not done in a linear fashion.
* Dense. It must not take long to go from one point of interest to another. I'd rather have a smaller world map than a bigger one here. (In particular, I note that the Elder Scrolls games don't fit this criterion.)
* No level scaling. If the player reaches a high level area early on, the player should expect to be slaughtered, and if the player manages to acquire some treasure from that area, said treasure may be significantly more powerful than what the player has at that point.
* Strictly turn based. In other words, the *entire* game needs to be turn based. If I go AFK at any point in the game, there shouldn't be any consequences that could have been avoided had I not gone AFK. (I believe games like Fallout and Baldur's Gate 3 fail this criterion because only the battles are turn-based (although at least BG3 lets you "pause" by initiating fake combat).)
So, Wasteland and Dragon Wars are good examples of this style of RPG, but are there any other good examples?