Dr.Disaster wrote:Taem wrote:For example, with GR2, I examined such titles as Dungeon Master 1, Ishar: Legend of Fortress, Eye of the Beholder 1, and of course Legend of Grimrock 1. Now I expect opinions will abound on this, however I felt all these games were more polished and balanced than GR2 currently is in regards to the game-play mechanics, even though none of these games were or are perfect.
"Those games" felt more polished/balanced because they had less to offer.
- Firearms: not there
- Special attacks: either done automatic (LoG1), selected like regular attacks with growing cooldowns (DM) or not there (EoB)
- Charged items: i agree they should cost a lot less energy but that's it
- Cooldowns: no difference; check your reference DM for it's cooldowns: they get longer and longer with more powerful attacks
- Spell damage: no difference; even in DM spell damage hits a cap once spells get prefixed with the Mon rune
Your are picking details and missing the big picture: DM had significantly more to offer & felt still better polished. The DM game mechanic was more complex, more realistic (LoG "walking dead party effect") and provided a more consistent immersion.
Complexity: 3 bars (HP, mana, stamina) vs 2 (HP, strange mana/stamina mix).
ressource management mechanic: food+water vs only food.
Magic: significant more free-formed system, 27 spells (DM2 even more) flexible power adaption system, freely discoverable, fizzle mechanic with experience.
dungeon: realistic light level/management required, log always bright, objects blink in the dark.
dead/health management: DM, no walking dead parties, but bones and pain for resurrection, in Log, too easy and non-realistic crystal resurrection (are these crystals somewhen explained? they felt to me always out of place),
attributes: DM, more, also hidden and open mechanic (e.g. "luck").
from the points specifically:
Cooldowns: DM, you had often choice from 3 options, if you use an slow or fast cooldown attack for a weapon. log2: 2, standard attack + slower special attack with pre-heatup phase
Spell damage: was not fixed but was freely player scaleable. log fixed (+critical).
PS: I forgot my favourit!
door mechanic: DM, realistic door which hurts and interact with dungeon and monsters, partly bypassable by projectiles, partly destroyable. LoG, infinite thin, non-interacting door. I loved the door mechanic in DM.