The combat engine is so often the heart of an RPG, even in the tabletop sphere. Characters shuffle around a battle-grid, attacks are tabulated, armour classes are defined, hit points are shaved away until only one side is left standing. Not so for upcoming police-drama RPG Disco Elysium. In their latest development blog, Studio ZA/UM go into detail on combat in the game including why it’s so rare, and how deeply intertwined it is with the dialogue and thought-inventory systems.
Combat, failure and raising the stakes in Disco Elysium
Author: contact@rockpapershotgun.com (Dominic Tarason),
published 6 years ago,