It's actually fine for stuff like non action oriented games like turn based strategies. Sometimes an animation needs to complete a cycle for full effect. It's not evil, it's just a tool that's been used in the wrong place.
It's fine in action games too, look at combat in a game like Vindictus and you'll see what I mean. You're locked into the animation for your attacks but it still manages to be fast paced, high action combat. Animation lock just forces you to chose when to run and when to commit to the offensive.
I see it more as a hindrance to combat, and that is not a good thing. Sure, it can be worked around, but then again, so can lag. Doesn't make lag a good thing. The challenge should come from the opposition in the battle, not from your inability to act and react due to some battle animation mechanic that keeps you rooted in place while you cast a spell/finish a move. It's actually not only frustrating, it's kind of stupid. Like a person who sees danger coming is really going to stay still long enough to finish some fancy move regardless of whether the danger is upon them or not. If needs be, incorporate a challenge in which the person has to be quick about moving or they die. But do not, do NOT, hinder their ability to move. It's a dumb idea.It's fine in action games too, look at combat in a game like Vindictus and you'll see what I mean. You're locked into the animation for your attacks but it still manages to be fast paced, high action combat. Animation lock just forces you to chose when to run and when to commit to the offensive.
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