I’m working on adapting a node-based conversation extension into something appropriate for combat. It would look something like this:
[code]> draw sword
You remove your sword from its sheath. It makes a steely slithering sound.
The watch captain draws his own sword. “Stand down, cur, lest I slay thee.”
0. Retreat
- Kick over the table
- Leap onto the table
- Shut and bar the door
- “I encourage thee to try, coward.”
- Attack and try to back him toward the staircase
[/code]
Of course, each choice leads to new text, and new situational options, but it’s all pre-scripted. The difficulty of a given combat is related to the number of “victory” endings versus the number of “game over” and “you are forced to retreat” endings. However, it has its pros and cons.
Pro:
It’s more like prose. Story segments do not repeat (“you swing your sword and … hit for X damage, arrgh!”)
It’s easier to create than adding umpteen new commands, postures, attacks, defenses, ripostes, blocks, etc.
It’s easier to balance than weapon damage, damage type vs armor, healing, ranged vs melee, and other numeric pitfalls.
Neutral:
There are fewer (or no) hidden, secret options. The player has less room for creative solutions. This can mean the player needn’t think … but it also means he will rarely get stuck.
There is no concrete numerical or mathematical system to help the player judge his relative combat strength.
Con:
There is less sense of accomplishment, since randomly choosing options will get you through some battles.
The player can reach a game-over ending without warning, making it seem arbitrary or unfair.
How do you feel about combat presented in this fashion?