Assisted Living Godzilla
Prophet
- Joined
- Nov 23, 2017
- Messages
- 4,635
Nah, you're wrong.That was the mistake of Hellgate: London that ended up hurting it so much. Those kinds of abstracted for isometric systems done work in first or third person when you also give the playing an aiming reticle, free aiming movement like a modern FPS, and direct control of the character. It should have had a lock-on system for ranged attacks, so you're brain isn't thinking about it funtioning like a FPS but not working like one. It just doesn't feel right when you put your aiming reticle on something, fire, and then don't hit the thing it was clearly on. It's like it's taking how you know video games should work and then telling you it's wrong.
That kind of aiming worked just fine in Morrowind or Daggerfall (IIRC), for example.
It's simply RPG-combat instead of action combat.
It is fine with first person perspective and requires no changing - though certainly a better explanation would have been welcome. I can see how some would have been initially confused by it.
The mistakes of Hellgate: London have been discussed to death by now. The tl;dr: is that the game was killed by its catastrophic launch, ludicrous business/subscription scheme, technical problems and devs went broke so soon they could barely push out content and patches. Basically everything around the game was botched, but not the core gameplay.
It was shit in Morrowind. Although Hellgate does it way better than Morrowind from what I remember of Hellgate when it came out. That kind of RPG rules abstraction from isometric games doesn't work within a modern FPS system which is far less abstract. It just all feels off, because they're two totally opposite systems. If you're putting that stuff into a first person view, and you're giving the player FPS controls, you're better off having a bunch of stats govern a number of facets about your aiming reticle functions, and having different animations giving the player information like when you aim too long in Thief and your bow (and aim) start to sway. I'm not however saying a first person view can't work.
If your aim doesn't actually enter into the equation of hitting or not hitting something in the game then there's no reason to have a aiming reticle or even give the player manual control over their aim. Giving the player those thing tells their brain shit is going to work like a FPS, because that's how FPS almost all work, but then then actual game's systems are something totally different.