You'd have to go the beginning to find out, though I think I've derailed the thread...
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He said turn based, comboing in realtime isn't really turnbased anymore. Something like Mario & Luigi Superstar Saga is highly skill and action based despite using turns to decide who gets to strike when.
Italics mine.I don't like putting words in peoples' mouths, but you just contradicted yourself. That's why I said it has turn-based
roots. The monsters don't strike back when its your
turn and vice versa. The game I mentioned gives you the opportunity to do more with your
turn than just press a single button. But you won't be interrupted when get going so to speak.
As I mentioned earlier, the upcoming Blue Dragon is going to have the traditional turn based combat, but with some twists. The passage I mentioned earlier involved when you're casting spells. Here's an other excerpt continued from the last one. "...We were weighing the costs and benefits of charging every time a spell was cast- sometimes taking risks, other times playing it safe. For the Monk class, this same deciscion needs to be made every time you perform a regular physical attack..." The monster isn't going to punish you mid-stream when you're charging. It will however, attack you afterwards, where you'll hopefully deal more damage than they did.
Take the classic exercise, catch for example. You simply toss the ball to the person away from you, usually a softball/baseball. You throw it back and forth, but usually you don't interfere with the person throwing. That's a turn based activity. But if you decide to wind your arm so that the ball does something different, so be it, but as long as you're not interrupted, its still your
turn.
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A big problem with calling RPGs skill based is that levels are more important than skill in battle, even your description there mentions having to do as much as possible to keep your level high.
That's the crux of the discussion/debate. I believe skill as intrinsic and extrinsic, where as Smash_Brother believes its only extrinsic. A skill is anything you learn and can apply.
KDR, judging from posts involving technical things, I can assume you know a lot about computers than the average poster. We usually say something like "That person has computer skills." That is, you have a better understanding of computers than normal people. That doesn't mean you do something completely physically different than other people (Unless you spend days and days coding something without sleep, that's a consequence of learning programming), but we can say that you're skillful with technology. But you didn't have to do something extrinsic like running laps, do push-ups to do it.
Now to bring this thing somewhat on-topic about life bars, lets take Contra. Now if they made a Contra in 2d with the same frantic pacing and explosive mayhem, but decided to tweak the formula a little bit where you level up after getting so many millions of points, would it be any less skillful? Would that challenge you to get more multipliers, choose the weapon that allows this to happen? Or would you go in the opposite direction, get as few points as possible so you don't level up, and tough it out for bragging rights? Think about it...