Freitag, 4. Mai 2018

Combat, failure and raising the stakes in Disco Elysium

Disco Elysium

The combat engine is so often the heart of an RPG, even in the tabletop sphere. Characters shuffle around a battle-grid, attacks are tabulated, armour classes are defined, hit points are shaved away until only one side is left standing. Not so for upcoming police-drama RPG Disco Elysium. In their latest development blog, Studio ZA/UM go into detail on combat in the game including why it’s so rare, and how deeply intertwined it is with the dialogue and thought-inventory systems.

(more…)



from Rock, Paper, Shotgun https://ift.tt/2rkC3Y0
via IFTTT

Keine Kommentare:

Kommentar veröffentlichen