I'm not referring to action RPGs like Witcher 3 or similar that were designed for consoles. I want to see some games that used WASD while designing for PC(keyboard) first.Chat wrote:<@Rusty_Shackleford> What are some examples of PC-first RPGs that use WASD movement?
<+Chonkem> most imsims
<@Rusty_Shackleford> guess I should clarify, I don't mean action games with rpg elements
<+OysterSauce> Most MMOs
<+aweigh> dragon age origins is the big obvious one that comes to mind
<+aweigh> it had a 360 port but it was made for pc
<+aweigh> sequels were made for console
<@Rusty_Shackleford> I used wasd movement for DAO, it was comfy
<@Rusty_Shackleford> idk how many people did
<+aweigh> neverwinter nights 1 and 2 had "driving mode", tank controls accessible via wasd
<@Rusty_Shackleford> wasd is way better for doing stuff outside of combat
<+aweigh> i used wasd too for da:o. i can't even imagine playing that game with click to move, the camera wasn't made for a good overhead view at all
<+aweigh> used a simple macro to make camera-look activate any time i had the 'W' key held down, so i didn't have to always manually hold down RMB as well
<+OysterSauce> left click+right click to move is the way to go
<+aweigh> since the majority of the times i'd be swinging my camera to look around are while walking foward
<+aweigh> also made it so TAB/object highlight automatically enabled whenever i pressed a WASD key, so i could see flashing objects while running around without having to press TAB
<+aweigh> *and disable when WASD wasn't pressed
<@Rusty_Shackleford> I think click to move inherently promotes a less interactive world
<@Rusty_Shackleford> the player will be clicking long distances away and watching their character run there
<+aweigh> i've always disliked click to move. one of my very first codex posts in like 2005-2006 was whining about how i wished planescape: torment let you move around with WASD outside of combat.
<+aweigh> never understood why you can't
<+aweigh> diablo games also play way better with WASD/controller-style controls
<+aweigh> Larian keeps coming soooo close to having a great hybrid control scheme but they always **** it up somehow
<+aweigh> you can have wasd movement but you lose the ability to use the mouse pointer for selecting objects, and their inventory system is designed around pointing
<+aweigh> it's frustrating
<+aweigh> why can't they just make it so you have the normal pointing system but with additional WASD movement
<+aweigh> you could hack it to work that way in DOS 1
<+aweigh> but they actually took steps to prevent the same from working in DOS 2
<@Rusty_Shackleford> when using a controller how does interacting with objects even work in larian games
<@Rusty_Shackleford> seems like it'd be a nightmare because there's so much stuff
<+aweigh> similar issue in owlqueer's pathfinder: kingmaker, though i do applaud their controller support for that game. it's actually the best modern implementation of controller-RTwP that i've seen yet, Owlqueer made full and heavy use of 'magnetization' for object selection; when you WASD your character close to something you can cycle through selectable objects very organically with the shoulder buttons or whatever, somewhat similar to KOTOR
<+aweigh> 1 and 2 on the original Xbox
<+OysterSauce> I played a bit of BG3 on steam deck
<+OysterSauce> You hold down a button and a circle expands from your character
<+aweigh> Larian has this kind of magnetized object selection implemented as well but it doesn't work as well because of the Larian object clutter
<+OysterSauce> when you release you get a menu that shows you everything that was in the circle
<+aweigh> too much junk laying around for it to work as well as it does in KOTOR/Kingmaker
<+OysterSauce> It's functional but just too slow. Not helped by your character walking for 2-3 seconds between each item on a table you want to pick up
<+aweigh> since there's so much junk in Larian games when you move your character near interactable objects you get a small list menu of near-by interactable objects when you press the corresponding button; if there are only 1 or 2 objects immediately near you then you will instead simply immediately interact with the magnetized object closest to you without having to select anything. Pathfinder: Kingmaker/Owlqueer's implementation is similar as
<+aweigh> well but it works much better there because of less interactable object clutter
<+aweigh> I mean, it's pretty simlar to how KOTOR 1 and 2 worked on the Xbox. It worked better in the KOTOR games because they were designed for console first, so there wasn't any need to shoehorn menus in
<+aweigh> game areas were designed with this in mind
<+OysterSauce> Honestly it wouldn't be a problem at all if the game wasn't full of empty containers or 20 items split between 20 individual boxes
<+aweigh> i do praise Owlqueer's controller scheme implementation in Kingmaker. It's actually very good. Once again, however, it's brought down by inventory management same as with a Larian game. Using a d-pad to navigate rows of icon-based inventory pages is simply bad
<+aweigh> you need a list-based inventory
<+OysterSauce> it wasn't even a good inventory on mkb
The best I can think of but is only an RPG if you squint is probably Seven: Days Long Gone. Really enjoyed the controls in that game. Obviously not designed for consoles because the game has too many mapped controls for a controller.