I've heard from more than one person that twitch skill should not be the primary factor in an mmorpg.
I would like to invite my forum colleague @Kaemik who suggests that a reduction of twitch skill allows for players with more tactical skill to shine to comment.
I will argue that
Twitch skill and tactical skill are not distinct, or if they are distinct tend to occur together and do not mutually exclude. In contrast to the argument that twitch game play overrides tactical game play and a reduction of twitch means there is an increase in tactical game play, or that too much twitch can undermine tactical game play.
Since twitch gameplay isn't really defined i'll take one from wikipedia
"Twitch gameplay keeps players actively engaged with quick feedback to their actions, as opposed to turn-based gaming that involves waiting for the outcome of a chosen course of action. Twitch can be used to expand tactical options and play by testing the skill of the player in various areas (usually reflexive responses) and generally add difficulty (relating to the intensity of "twitching" required)."
Since MO isn't a turn based game it is by nature a twitch based game (it has skill based in the game description by the developers).
We would like to point out that almost all high twitch games in their true competitive forms are team games with a moving objective. This by nature puts an emphasis on tactical gameplay in the form of assisting your teammates, taking and holding map control, using special items or utility to throw off the opponents twitch skill, and timing (intentionally delaying your action). None of these have anything to do with twitch skill if we had to definite it as tactical or twitch and if twitch skill and tactical skill mutually exclude we would expect to see none of these things at competitive levels.
Instead a good player will likely have both in abundance and we reject the argument that players are so tactically sound that they're just being held back by their reaction time and that other players are so fast that they're just not using tactics at all and out speeding everyone.
Next we argue that there are no low twitch builds. Since things move quickly in a real fight in mortal or elsewhere your reaction time will be important. How quickly do you have your heal spell, how good are you at aiming it, do you know when to switch between purify, heal, and offence, how quickly do you react to teammates communications?
Below I am playing a dominator mage/paladin, I didn't use my pet in this because there's no point when just gatefighting, but if you look carefull you can see that I have one. This in my opinion is a very high twitch skill ceiling build because it requires actively scanning for friendlies who need heals, healing and attacking moving targets at range, micro managing your pet and devoting extra key binds to it. Low twitch skill mages are what we call bad mages and they can be absolutely fatal to have on your side if they do not have heals prepped, do not actively scan for heals and miss all the time. They would be better off playing a fighter in armor and leave the healing and pet management to the twitch boys.
The above is good tactics, keeping your teammates healed, calling for them and helping them get finishes and it also is good twitch. They are the same or at the very least occur together.
Should twitch skill be in an mmorpg? I think by definition it has to unless its a turn based game. WoW honestly has a tonne of twitch skill even if it is tab targeting. Managing 15 different spells and knowing when to use them, using proper mouse movement and not keyboard turning. Sure, it isn't counter strike but it is and has been played as an esport. So what is the difference, just the loss that occurs in WoW is pretty meaningless effectively nothing, maybe some buffs thats you have and 1-2 points of durability.
So the answer is yes.
So does reducing twitch skill in a game increase tactics? We can see no reason why it would
I would like to invite my forum colleague @Kaemik who suggests that a reduction of twitch skill allows for players with more tactical skill to shine to comment.
I will argue that
Twitch skill and tactical skill are not distinct, or if they are distinct tend to occur together and do not mutually exclude. In contrast to the argument that twitch game play overrides tactical game play and a reduction of twitch means there is an increase in tactical game play, or that too much twitch can undermine tactical game play.
Since twitch gameplay isn't really defined i'll take one from wikipedia
"Twitch gameplay keeps players actively engaged with quick feedback to their actions, as opposed to turn-based gaming that involves waiting for the outcome of a chosen course of action. Twitch can be used to expand tactical options and play by testing the skill of the player in various areas (usually reflexive responses) and generally add difficulty (relating to the intensity of "twitching" required)."
Since MO isn't a turn based game it is by nature a twitch based game (it has skill based in the game description by the developers).
We would like to point out that almost all high twitch games in their true competitive forms are team games with a moving objective. This by nature puts an emphasis on tactical gameplay in the form of assisting your teammates, taking and holding map control, using special items or utility to throw off the opponents twitch skill, and timing (intentionally delaying your action). None of these have anything to do with twitch skill if we had to definite it as tactical or twitch and if twitch skill and tactical skill mutually exclude we would expect to see none of these things at competitive levels.
Instead a good player will likely have both in abundance and we reject the argument that players are so tactically sound that they're just being held back by their reaction time and that other players are so fast that they're just not using tactics at all and out speeding everyone.
Next we argue that there are no low twitch builds. Since things move quickly in a real fight in mortal or elsewhere your reaction time will be important. How quickly do you have your heal spell, how good are you at aiming it, do you know when to switch between purify, heal, and offence, how quickly do you react to teammates communications?
Below I am playing a dominator mage/paladin, I didn't use my pet in this because there's no point when just gatefighting, but if you look carefull you can see that I have one. This in my opinion is a very high twitch skill ceiling build because it requires actively scanning for friendlies who need heals, healing and attacking moving targets at range, micro managing your pet and devoting extra key binds to it. Low twitch skill mages are what we call bad mages and they can be absolutely fatal to have on your side if they do not have heals prepped, do not actively scan for heals and miss all the time. They would be better off playing a fighter in armor and leave the healing and pet management to the twitch boys.
The above is good tactics, keeping your teammates healed, calling for them and helping them get finishes and it also is good twitch. They are the same or at the very least occur together.
Should twitch skill be in an mmorpg? I think by definition it has to unless its a turn based game. WoW honestly has a tonne of twitch skill even if it is tab targeting. Managing 15 different spells and knowing when to use them, using proper mouse movement and not keyboard turning. Sure, it isn't counter strike but it is and has been played as an esport. So what is the difference, just the loss that occurs in WoW is pretty meaningless effectively nothing, maybe some buffs thats you have and 1-2 points of durability.
So the answer is yes.
So does reducing twitch skill in a game increase tactics? We can see no reason why it would