Tile based movement vs free movement style
Tile based movement vs free movement style
Which of the two styles you prefer for rpgs/dungeon crawlers?
1) Tile based movement (like DM, EOB, GRIMROCK) or
2) Free movement like ultima underworld, skyrim and most recent rpgs?
Personally, I am a fan of the tile based movement style. I find it easier, more accurate, faster etc. For me it is the best style for rpgs and especially dungeon crawlers! I longed for 20 years to find a game with the style DM and EOB introduced and I finally found it. thank you almost human!
1) Tile based movement (like DM, EOB, GRIMROCK) or
2) Free movement like ultima underworld, skyrim and most recent rpgs?
Personally, I am a fan of the tile based movement style. I find it easier, more accurate, faster etc. For me it is the best style for rpgs and especially dungeon crawlers! I longed for 20 years to find a game with the style DM and EOB introduced and I finally found it. thank you almost human!
Re: Tile based movement vs free movement style
+1 for tile
Re: Tile based movement vs free movement style
I like both.
Generally I'm happy with free movement, but I love classic dungeon crawlers to, so was very happy to go back to such a movement mechanism.
Daniel.
Generally I'm happy with free movement, but I love classic dungeon crawlers to, so was very happy to go back to such a movement mechanism.
Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
Re: Tile based movement vs free movement style
I like them both but for different reasons. I think tile based movement is more suitable for puzzles and tactical combat with a party and free movement works better for a more action-adventure style games.
Steven Seagal of gaming industry
Re: Tile based movement vs free movement style
The grid based movement is especially great for touch screen devices, where most free movement style controls are less than perfect.
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Re: Tile based movement vs free movement style
I only like grid based movement. I basically only play games with grid-based movement whether it's a 3D dungeon crawler or a 2D top-down RPG. I just like the gameplay of that style a lot.
Re: Tile based movement vs free movement style
I like both. A game can be built around either and be fun.
Re: Tile based movement vs free movement style
For LoG, I definitely prefer the tile based movement.
I was actually expecting that in addition to turn-based gameplay, but was pleasantly surprised to still get the feel of it; feels like a fast-paced turn-based gameplay, :>.
I was actually expecting that in addition to turn-based gameplay, but was pleasantly surprised to still get the feel of it; feels like a fast-paced turn-based gameplay, :>.
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Re: Tile based movement vs free movement style
Like most of the others who've posted, I'd say it really depends on the game.
LoG works well with tile-based movement because, in terms of puzzle elements and combat style, it's designed around that, and I enjoy its gameplay.
Ultima Underworld (as one example), despite sharing many of the puzzle-based elements and evasion-based combat as a dungeon crawler, would NOT work with tile-based movement; free-form mobility is simply too important to the design - and I also enjoy its gameplay.
Neither one would work well if you tried to shoehorn it into the other's style.
LoG works well with tile-based movement because, in terms of puzzle elements and combat style, it's designed around that, and I enjoy its gameplay.
Ultima Underworld (as one example), despite sharing many of the puzzle-based elements and evasion-based combat as a dungeon crawler, would NOT work with tile-based movement; free-form mobility is simply too important to the design - and I also enjoy its gameplay.
Neither one would work well if you tried to shoehorn it into the other's style.
Re: Tile based movement vs free movement style
As a developer I like tiles better because it's so fun and fast to build the levels. As a player I'm with Antti et al.