Why is it so rare to have them in real-time?

Dungeon crawlers are an amazing experience in terms of atmosphere, exploration and puzzle solving...when done in real time.

Turn based DCs are such a hassle because the combat always gets in the way of exploration. You have to go through a lot trashy encounters to be able to enjoy the meat of the game. The meat, though is never served properly, because after a few seconds of exploration

>VUOOOOOOOOSH

And then another mindless battle comes in. I'm not saying that the square dancing that the real-time ones offer is exactly exciting, but it least it gives you the option the let the enemy locked in a room and explore and solve puzzles.

And yet, with all that being said, real-time ones come every million years. To add salt to the wound every turn-based released nowadays comes with trashy anime style graphics and STORY that no one fricking cares.

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  1. 2 years ago
    Anonymous

    Because they aren't all that much fun for most players. The ones that do get released are anime games because those fans are the only ones buying them.
    I get that some people like these games and that's great, I'm not trying to offend, just trying to communicate that they are fairly niche. The type of person who enjoys a dungeon exploration game is generally the type of person who prefers turn based games.

  2. 2 years ago
    Anonymous

    Frick, I thought I was posting on VRPG, let this fricking shit DIE.

    • 2 years ago
      Anonymous

      Eh.. there's plenty of retro dungeon crawlers. I don't see why this thread can't be here.

      • 2 years ago
        Anonymous

        Last time I posted something similar it was removed 5 minutes later, thought it was going to happen again.

        >I'm not saying that the square dancing that the real-time ones offer is exactly exciting
        Yeah that's the thing.
        Basically you have to accept that the point of real-time combat is to enhance the creepy risk of the dungeon crawl experience not to be a particularly engaging part of the gameplay in itself. Which isn't to say you shouldn't try to make it good, but it explains why people attempt a turn-based system that is inherently more appealing.

        >a turn-based system that is inherently more appealing.

        Damn, I tried so many turn-based dungeon crawlers and just never played a single one where the combat wasn't the main problem of the game. Speaking of the classic ones (Wizardries, M&M, Bard's Tale), shit go just to slow to be anywhere near fun.

        I remember that for years and years I heard that The Dark Heart of Uukrul was one of the greatest dungeon crawlers ever that I was probably the first on the line to buy it when it was released on gog. The first few minutes of the game are great, the dungeon crawling seems fun, no hand-holding or nothing like this.

        And then you enter combat and everything goes to hell. To kill 2 random minions you have to give like 15 different commands to your party and wait them execute it in a snail pace. I almost wish the game had an option to turn the combat off entirely.

        • 2 years ago
          Anonymous

          The combat is the meat, or, you could say, the dark heart of Uukrul. The dungeon is just a way to get to the next combat.
          Fricking filtered.

        • 2 years ago
          Anonymous

          in my experience Wiz is lightning fast since you can freely set delay speed.

  3. 2 years ago
    Anonymous

    >I'm not saying that the square dancing that the real-time ones offer is exactly exciting
    Yeah that's the thing.
    Basically you have to accept that the point of real-time combat is to enhance the creepy risk of the dungeon crawl experience not to be a particularly engaging part of the gameplay in itself. Which isn't to say you shouldn't try to make it good, but it explains why people attempt a turn-based system that is inherently more appealing.

    • 2 years ago
      Anonymous

      What kind of things should dungeon crawlers focus on doing right?

      • 2 years ago
        Anonymous

        Suspense, mystery, mazes and other 1st person navigation challenges, puzzles, etc.

        It's about observation, spatial awareness, experimentation and general puzzle-solving (without going quite as far as a pure-puzzle adventure game). Level design is a key ingredient in a good dungeon crawler.
        [...]
        >shit go just to slow to be anywhere near fun.
        To you, who wants to get back to the crawling part.

  4. 2 years ago
    Anonymous

    Shadowcaster. Ultima Underworld. That's what you really want.

  5. 2 years ago
    Anonymous

    Descent to Undermountain

    • 2 years ago
      Anonymous

      Have you played Anvil of Dawn, Lands of Lore series, the Ishar Trilogy, Ravenloft series, and Menzoberranzan?

      Why do you want OP to suffer?

      • 2 years ago
        Anonymous

        They were good games but the reality is they eventually were refined into games like oblivion.

  6. 2 years ago
    Anonymous

    Dungeon Crawlers in real time make battles boring, turning it into a tango dance.

    • 2 years ago
      Anonymous

      what about turn based ones?

      • 2 years ago
        Anonymous

        There is no tango dance in turn based. You don't do "attack, then move to right/left, wait enemy to move and attack, repeat" in turn based.

    • 2 years ago
      Anonymous

      It's called The Dungeon Master 2-step and it's exceedingly efficient.

  7. 2 years ago
    Anonymous

    >kite the moronic monster
    Hmmm no i think i like turn based more

  8. 2 years ago
    Anonymous

    How do you even do real time combat in 1st person dungeon crawlers? Just walk into enemies and that counts as an attack? Real time doesn't seem to mesh well with this genre. You don't play them for the awesome combat.

    • 2 years ago
      Anonymous

      bruh what
      go watch a video or something

      • 2 years ago
        Anonymous

        Why don't you fricking try playing them you ignorant barbarian

        Yeah like how the frick do you implement fighting in a 1st person vidya I bet there could be some good bucks if someone ever cracked that code but I bet it's never happened before, ever.

        None of you gave an example. Here's another bit of trivia for you, there's not a SINGLE good 1st person game with melee combat.

        • 2 years ago
          Anonymous

          Considering that there are also not a SINGLE good 1st person game with turnbased combat, where does that leave us?

    • 2 years ago
      Anonymous

      Why don't you fricking try playing them you ignorant barbarian

    • 2 years ago
      Anonymous

      Yeah like how the frick do you implement fighting in a 1st person vidya I bet there could be some good bucks if someone ever cracked that code but I bet it's never happened before, ever.

    • 2 years ago
      Anonymous

      >You don't play them for the awesome combat.

      That's exactly the point. You don't, really. But at least real time combat doesn't become a chore. If you have to go from point a A to point B you can easily avoid enemies, so exploration and puzzle solving becomes way more important.

  9. 2 years ago
    Anonymous

    >to be able to enjoy the meat of the game
    Walking down corridors and turning left or right is a game?

    • 2 years ago
      Anonymous

      It's about observation, spatial awareness, experimentation and general puzzle-solving (without going quite as far as a pure-puzzle adventure game). Level design is a key ingredient in a good dungeon crawler.

      Last time I posted something similar it was removed 5 minutes later, thought it was going to happen again.

      [...]
      >a turn-based system that is inherently more appealing.

      Damn, I tried so many turn-based dungeon crawlers and just never played a single one where the combat wasn't the main problem of the game. Speaking of the classic ones (Wizardries, M&M, Bard's Tale), shit go just to slow to be anywhere near fun.

      I remember that for years and years I heard that The Dark Heart of Uukrul was one of the greatest dungeon crawlers ever that I was probably the first on the line to buy it when it was released on gog. The first few minutes of the game are great, the dungeon crawling seems fun, no hand-holding or nothing like this.

      And then you enter combat and everything goes to hell. To kill 2 random minions you have to give like 15 different commands to your party and wait them execute it in a snail pace. I almost wish the game had an option to turn the combat off entirely.

      >shit go just to slow to be anywhere near fun.
      To you, who wants to get back to the crawling part.

  10. 2 years ago
    Anonymous

    The only one I really liked was captive, the rest were all a chore.

  11. 2 years ago
    Anonymous

    >Why is it so rare to have them in real-time?
    because they called those "shitty DOOM clones" in their time period so they stopped making them.

    • 2 years ago
      Anonymous

      Based.

      • 2 years ago
        Anonymous

        >based
        >posts pro-gay, pro-Black person protag
        yeah im thinking you're mentally ill

    • 2 years ago
      Anonymous

      >tfw the japanese beat westerners at their own game by releasing the best real-time dungeon crawler of all time (king's field)
      Nipchads.. I kneel...

      They were good games but the reality is they eventually were refined into games like oblivion.

      zoomer hot takes

      • 2 years ago
        Anonymous

        nice try but we can smell the zoom from here, try another strategy to fit in

  12. 2 years ago
    Anonymous

    >tfw the japanese beat westerners at their own game by releasing the best real-time dungeon crawler of all time (king's field)
    Nipchads.. I kneel...

  13. 2 years ago
    Anonymous

    Real time combat is just shit, go be a proper action game or be a proper rpg.

    No one likes a shitty hybrid

    • 2 years ago
      Anonymous

      Do you understand what you just wrote?

  14. 2 years ago
    Anonymous

    Because then it turns into a square dancing sim.

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