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NUM CUNSIGO PAGAR PELO PAYPAL
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Kubark, In Memory of Laika
На форуме «Steam Remote Play General Discussion»
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Using the Steam Remote Play logs
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asuka missing neck
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.SL. S☯wn-Lﺤuꁅhtǝr
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New Player looking for advice.
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RedSage
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Friend Invite Code Rupies - I will add everyone too
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Auras and effect needs to be MUCH more noticable
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Where do I go after getting Rose?
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Takao
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Is there a way to make the combat, fun?
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ಠ_ಠ
Автор сообщения: Sly Bandit
Yeah I wouldn't call it an autobattler, but it is an easy game. So easy someone might see it that way. There is an option to auto pause the game after every combat round so yes the game is turn-based at it's core but I don/t think the developers wanted the gameplay to feel that way, they wanted it to feel more like a dynamic environment and more "movie like". During this time in game development hybrids of the turn-based genre were being explored and this would have been an interesting gameplay mode for the time. Final fantasy did something similar around that time and the new game expedition 33 has modified turn based combat which is an evolution of turn based combat implementing more on the fly actions which is objectively more engaging ("fun") which can be seen as the progression of turn-based.
Final Fantasy has used dynamic turn based fights for a time quite before this (1991, in FFIV), and the game with combat most similar to this (FFXII) didn't come out until some years after KOTOR (2006).

Clair Obscur: Expedition 33 uses mechanics similar to those found in other RPGs, such as the Mario RPGs. I've never enjoyed QTEs, so I avoid RPGs with this style of mechanic. Adding timed mechanics takes away from the unstressed nature of playing a turn based RPG. I disagree that it is objectively more engaging, because it actively makes me disengage from the game entirely (I played Clair Obscur for about 30 minutes after the intro section). More interactive doesn't equate to more engaging.


In anycase, as you say, KOTOR isn't an autobattler.
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