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.
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.
Frick, I thought I was posting on VRPG, let this fricking shit DIE.
Eh.. there's plenty of retro dungeon crawlers. I don't see why this thread can't be here.
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.
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.
in my experience Wiz is lightning fast since you can freely set delay speed.
>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.
What kind of things should dungeon crawlers focus on doing right?
Suspense, mystery, mazes and other 1st person navigation challenges, puzzles, etc.
Shadowcaster. Ultima Underworld. That's what you really want.
Descent to Undermountain
Have you played Anvil of Dawn, Lands of Lore series, the Ishar Trilogy, Ravenloft series, and Menzoberranzan?
Why do you want OP to suffer?
They were good games but the reality is they eventually were refined into games like oblivion.
Dungeon Crawlers in real time make battles boring, turning it into a tango dance.
what about turn based ones?
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.
It's called The Dungeon Master 2-step and it's exceedingly efficient.
>kite the moronic monster
Hmmm no i think i like turn based more
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.
bruh what
go watch a video or something
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.
Considering that there are also not a SINGLE good 1st person game with turnbased combat, where does that leave us?
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.
>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.
>to be able to enjoy the meat of the game
Walking down corridors and turning left or right is a game?
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.
The only one I really liked was captive, the rest were all a chore.
>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.
Based.
>based
>posts pro-gay, pro-Black person protag
yeah im thinking you're mentally ill
zoomer hot takes
nice try but we can smell the zoom from here, try another strategy to fit in
>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...
Real time combat is just shit, go be a proper action game or be a proper rpg.
No one likes a shitty hybrid
Do you understand what you just wrote?
Because then it turns into a square dancing sim.