I agree.
I think this is one of the reasons I like turn-based battles in RPGs so much. With the action occurring turn-by-turn, the opportunity arises for the player to switch strategies mid-fight and is given the time to do so. Because usually in real-time action, even if different strategies are available, the action comes on so quickly that players are discouraged from using them in favor of just clicking and attacking over and over.
Click and slash
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If your game has a variety of available strategies, but is paced and balanced such that flailing is the best option for a player, then you've done something very wrong.
A simple system of attack patterns, like the one found in Dynasty Warriors games, can make the otherwise monotonous task of decimating hordes of enemies into a varied and satisfying challenge.
The fundamental elements of competition are present in any game from Wolfenstein 3D to StarCraft to Morrowind to Final Fantasy MCXVI. No game prevents you from changing strategies in the course of a battle. Some games might be designed such that there's one strategy that's vastly superior to all others in a given situation, but that's an issue with balancing, not with format.
If you're making a click&slash game, just playtest it until you have the unnecessary crap culled out and the important stuff polished up.
A simple system of attack patterns, like the one found in Dynasty Warriors games, can make the otherwise monotonous task of decimating hordes of enemies into a varied and satisfying challenge.
The fundamental elements of competition are present in any game from Wolfenstein 3D to StarCraft to Morrowind to Final Fantasy MCXVI. No game prevents you from changing strategies in the course of a battle. Some games might be designed such that there's one strategy that's vastly superior to all others in a given situation, but that's an issue with balancing, not with format.
If you're making a click&slash game, just playtest it until you have the unnecessary crap culled out and the important stuff polished up.
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