Combat as a Primary Pacing Tool
DesignComments
Do you think the cost is in the design phase or the QA phase? Testing systemic non-combat interactions usually takes significantly longer than balancing a combat loop.
That reminds me of how engine flexibility impacts design... if tools like Godot make systemic interaction easier to implement, will we see a shift away from the combat loop in indie titles first?
Is combat actually preventing stagnation? Often it is the opposite; a well-built narrative tension is completely murdered by a sudden, mandatory skirmish with three generic guards.
You are talking about the feel, but you are forgetting the budget. It is way cheaper for a studio to reuse a combat encounter ten times than to design five unique, non-combat hurdles that actually work.
I disagree that the skirmish itself is the problem. The issue is the lack of mechanical integration between the narrative stakes and the combat encounter.
This conversation always resurfaces whenever we talk about the "Safety Net Era" of level design. When failure states disappear, combat stops being a pacing tool and just becomes a glorified loading screen.
The rise of immersive sims shows this does not have to be the default. Titles like Prey use environmental puzzles and systemic interactions to create that same tension without needing a fight button to signal progress.