It's objectively no less necessary than a non-combat stance in addition to a combat one. Everyone could simply jog around everywhere with their weapons out. Why waste animation resources on a non-combat stance?
Well that's a bad example, as there is a great reason why you need an "at ease" stance and it's gameplay based. Simply put, it's a indicator to show you are locked in / out of combat.
Example: A fight goes poorly, your team is getting beat down, you decide to take the better part of valor. How do you know when you have run far enough away that you escaped combat? Easy: Your characters switch to their "at ease" stance.
The reason I have a problem with walk toggle is this. For a feature to be included in a video game it needs to meet one of two requirements.
1: You need it for gameplay reasons, your game will just be missing some feature or function it requires without this thing.
Example: The earlier thing about at ease versus ready for combat stance.
2: It is a really cool, fun feature, that may not be needed for gameplay, but it adds something fun that is worth the investment.
Example: Bif the Understudy. Thanks to Bif you could kill critical NPC's without the plot being broken. You could have done this by simply making those characters unkillable, but Bif is funnier.
A walk toggle does neither of these things. It isn't needed for gameplay, and like I said somewhere before, player metrics are going to tell you the vast majority of players want to move faster in top down RPGs. So moving slower is not considered "fun" by most players.
PS: Why is someone comparing a league of legends character who is huge to anything in Eternity? Your characters will be too small on screen to make out much detail of any movement animation they have, much less how they hold their wrists, or expression. Also now you want, not just walking animations, but unique walking animations for specific characters????
Edited by Karkarov, 10 September 2017 - 08:11 AM.