but, i dont like turn based. i dont like isometric. you can't call W1 "turn based", it was more UI-based. It also had the option to speed things up too. I didnt even like the combat in F1/F2, even though it was better in every way from W2, mostly because it was simpler to handle.
For example, UFO is a game i just could not bear to play. The research was cool n all, but the turn based squad game was the death of me. And lets remember that W1 was a ROLE PLAYING GAME. You built your character with experience, gear and skills far more than you did in UFO. Same goes for NWN. They are not the same, the way that D&D and Blood Bowl are not the same. Or Vampire and Shadowrun. One is rigid and the other is fluid.
There is no reason why W2 had to move from UI based (like Ultima, or Phantasie, or Bards Tale) to rigid, when it could have moved to fluid, like NWN. You can say that you like it better, but that's no better argument than mine. At least i have some reasons why fluid is better, i haven't heard yours yet. And i would like to remind you that NWN did in fact have an engine counting rounds and initiative and actions behind the graphics, so it was just as "turn based" as any.
with these two systems, in both you can have an encounter in a room where you have your Rangers on one side and Cyborgs on the other. In both you can have a scenario where the Cyborgs are in a defensive position. You can build the SAME EXACT game situation, but from the player's perspective, one is easy to play and the other is tedious. Rigid systems might give you a bit more control (which is already debatable, since NWN, like FTL, had the pause button and the option to input detailed commands), but they are inherently slow. try to play W2, walk into the desert with your high level rangers, and run into some useless garbage mutants, which you will wipe out without any real ill effect - hat still takes 4-5 minutes.
Fluid systems are harder to design, you need to develop pathing and AI more, they can be intensive graphically, but from a player side they are just superior to rigid systems. You also dont have those idiotic situations where initiative forces you to play first never allowing you to catch a slower enemy who wants to run away.
There's a reason why turn based is getting phased out.
regarding the rest of my post, i.e. the important stuff, W2 was badly balanced, with some very dubious design choices, artistically it was garbage (ill come to this in a second), and when you were through playing the main quest, it was out of content. NWN can still be played today, people still write modules for it, some of them better in writing and more inventive in story and characters than what i've seen come out of TSR or WOTC. WHY was this not considered, for an RPG ?
regarding the art, an artist understands visual impact; they will design each painting or photo with a theme, character, background, etc in mind. This relates to W2 in designing each scene's background, and then manually drawing the main assets which are the centerpiece of the scene. NOT designing each asset in minute detail, and then randomly scattering them on the screen. Asides from "wow this map is huge and long and boring to walk from one side to the other and there is no fast travel or speed option", the only memory i have of W2 is the monuments, which were the only parts of the game designed for visual impact. The rest of the maps are a clusterf**k of unnecessary detail badly assembled.
Fallout had a completely different design path than W2. The key to F1/F2 was the story and the characters. The balance of the game was on point, and the stat system was comprehensive in allowing you to solve quests in roundabout ways. The reason to go turn based was to showcase the visual style of the maps, which might not seem like much now, but was great at the time. W2 was released in 2015, there is NO reason to want to go with turn based. I mean, jesus, let's call Mojang and have them change Minecraft to turn based; it's already got blocks, let's just make it so that the player can only move from block to block, that would be great, no? Actually, let's make Witcher 4 turn based too.
I can't wait for you to tell me all the great benefits of a turn based game.