why is this such a big issue? Even if it is click-click-click, it's the same as the original Divinity, except it's in 3rd person instead of isometric. Why don't I hear "oh, Divine Divinity had such a dreadful combat system". Would you really want to go back to Diablo-type combat systems?
I HAVE heard this argument from many people actually. In fact, I've heard from a lot of people that it was DD's only real flaw and I must agree. It was obviously influenced by Diablo II and while Diablo II was a great game in its own right, I often felt that combat in DD didn't match the otherwise rich and deep world. Maybe my main gripe came from the fact that a Diablo-style combat is very hard to correctly balance and DD was pretty unbalanced in places.
You gotta see this; different games call for different systems. You get swamped by 11 goblins, you make a hit... oh wait, you gotta wait your turn until you can start bashing on the second one. The only way to make that work is to have extremely little combat in your game, and while I wouldn't mind such a game at all, it wouldn't sell well.
You say all this but avoid the point I made in the previous post: combat itself must be strong enough and in too many games, it relies on special moves instead of smart combat.
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I know very well the limitations of a game like Drakensang. I merely gave Drakensang as example to show that developers can still get good sales even if they went totally hardcore in design. (oh, and Drakensang was NOT turn based unless you chose it to be so - the mechanics were hidden behind the scenes).
My main point was that combat is often too basic while they go for the much-easier-to-program special/combo spamfests. If you want to incorporate a system that uses a real time combat system, I think you need to prepare to make it really worth it instead of relying on the combos.