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AoD recieves undue praise and favouritism from the Codex

JarlFrank

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while in fallout skills functioned more like tools given to the player to make the best use of instead of a safety net, an example of this is the speech skill that was more about giving the player more dialogue options in conversations then just outright telling the player what to say.

This is a major issue I have with the implementation of dialog skills in modern RPGs. It's everywhere these days - be it a mid-range RPG, an AAA RPG, or an indie RPG. Skill checks in dialog choices are always tagged, so you know which one's the best option to take. My first RPG with extensive C&C and where dialog skills mattered was Arcanum, where some options would only appear for high int chars, and some options only for high persuasion chars. Heck, Arcanum's persuasion master quest had you negotiate an alliance with a foreign county and you had to carefully choose the conditions so the alliance would bring the most benefits to the Unified Kingdom while still being attractive to Caladon. There was also a quest in Ashbury where you had to convince the people to vote for building a monument, and depending on which options you picked (inscription on the monument, size of it, material it's made of) they'd be more or less likely to vote yes. The correct dialog options only appeared if your char had a high enough intelligence. But the wrong options still stayed, and it was up to you to pick the right ones.

Nowadays RPGs tag the "correct" options so you can run through dialogues on autopilot. Just pick the option tagged with your best skill and win.

I think it boils down to a "player skill vs character skill" debate, which i am kind of in the middle of, i think a healthy balance between player skill and character skills makes for the most fun experience, but i will say this again it's not my job to define what fun is, i might act like an elitist know-it-all sometimes but NOT THAT MUCH XD, if some people prefer games that are purely driven by the character's stats then that's their thing and i have no right to judge them for it.

Yeah I think a lot of the "character skill is more important cause it's an RPG" crowd take it a bit too far.

There needs to be some player skill involved unless you want to turn the game into an autopilot thing. Game = a thing you play. Your input as the player should matter.

Let us also look at the tabletop, where our beloved genre was spawned: in most D&D groups, the DM will ask you to play out a persuasion, seduction or intimidation attempt. You're not just gonna say "I roll intimidate", you're gonna say "My barbarian raises his fists and snarls at the guard, threatening a beating unless he gives up the info." Also, many classic D&D modules contain plenty of traps and tricks that rely on player ingenuity to get around, rather than merely requiring a simple skill check. Traps in most CRPGs boil down to using the disarm trap skill on a booby trapped door or chest, but plenty of pen and paper modules have creative traps that can't be disarmed with a simple skill check but have to be circumvented by stuffing a 10 foot pole into some dank hole while the bard step dances on a field of pressure plates and the wizard throws a very specific spell at a very specific spot, and players figure out what to do by a mix of trial and error, skill checks for their characters, and knowledge of the game mechanics and game world. It's not just a dice roll against character skill. It involves some amount of player skill.

And that only makes sense, since combat also depends on player skill to some extent, otherwise you'd just let the DM roll player stats vs enemy stats until one of them dies. But no, battles are often decided by the tactical ingenuity of players, especially in systems with more complex combat rules: flanking, use of spells and consumables, targeting priority, and in pen and paper games you can even attempt out-of-the-box tactics not intended by the system.

When you decide to charge the enemy wizard with your barbarian, is it the DM who says "Your barbarian charges the enemy wizard because he has high combat skills and therefore understands that taking out the caster has the highest priority"? No, it's you, the player, who decides that targeting the wizard first is a good tactical choice.

Giving all the dialog options their related skill tags so you know which options are the best is like giving you hint popups during combat, like "during this turn, it would be a good idea to throw a net at Carrus, because he's your most dangerous enemy right now and taking away his mobility would be a good move". Everyone would complain about casualization if that were the case, but when it's done with dialogue choices it's ok for some reason.
 
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Vault Dweller

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(1) AOD has more nonlinear options than just about any RPG ever in history, joined by Alpha Protocol. This doesn't mean it's perfect, you could argue that this breadth is compromised by the way skills work or whatever. But it has a shitload of different ways things can play out that puts the majority of RPGs to dust.

No, AoD is 4 normal linear RPG packed into one game. You can forgo all the character progression and just choose a route at character generation (instead of false choice os status and skills) and the game will 85% be the same. It is only in the last few chapters that branching is actually viable as your secondary skills are high enough to do something.
Not really. From my old reply to Jarl who was singing the same tune:

"You can betray the guild twice in Teron (escort the spy to Maadoran instead of killing him or kill your partner to side with Carrinas). In Maadoran you can kill Lorenza or accept her offer and kill Darista instead; if made a deal with Levir and decide to honor it, you can kill Gaelius in his palace. If that's your definition of linearity, I'd like to see what non-linearity looks like."
 

Trashos

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There are games that appeal to the lowest common denominator, and there are games that have a vision and strive for their own eccentric definition of greatness. AoD belongs to the 2nd category.

We can debate about the degree to which it excelled, we can criticize this or that, we can discuss. It is all good. However, what is absolutely not good, what is completely unacceptable I dare say, is asking from such games to lose their character and be just like everything else. Because then, we absolutely deserve all the tasteless soup that we usually get served by other developers.

I have seen this before. Special games come around (rarely), and everyone starts making a fuss how they should have been generic RPG#73728 instead. Then some extremely stupid games by bigger companies come around, and we complain that they are bland. But maybe we should look in the mirror and check if we ourselves are the reason why they are so bland, after all.

So no, AoD is not overrated. It deserves all its praise. It also deserves some of its criticism. No matter. It is good regardless. It is something special.

Afaic, it is fine if you do not happen to like AoD. It actually has a goddamn taste (rare these days), maybe you will like it, maybe you will not. But if you are assuming that since you didn't like it, everyone else is a paid shill, you can go fuck yourselves.
 

Darth Canoli

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There are games that appeal to the lowest common denominator, and there are games that have a vision and strive for their own eccentric definition of greatness. AoD belongs to the 2nd category.

[...]

I have seen this before. Special games come around (rarely), and everyone starts making a fuss how they should have been generic RPG#73728 instead. Then some extremely stupid games by bigger companies come around, and we complain that they are bland. But maybe we should look in the mirror and check if we ourselves are the reason why they are so bland, after all.

I agree with this and i think the game is good in so many aspects, aside from the too obvious skill checks.
My one true gripe with AoD is it's not party based, such a shame, it would have so good if the combat was balanced around a party.

It's good nonetheless and i'm glad such an original and well thought game exist in a ocean of garbage.
 

JarlFrank

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I mean, I replayed AoD many more times than most RPGs (I guess Arcanum and Morrowind are the only games I re-played more, but I've been playing those since they came out which was a decade before AoD) and enjoy it, but its structure does have some aspects I don't like and which make it feel more linear than it is. Still a good (and most importantly unique) game, but I get why some people dislike it. Not too big a fan of some of its design decisions either.
 

Jason Liang

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I don't want skills at all.

No RPG has ever done anything worthwhile with a skill system.

What makes AoD's design especially putrid is that they condensed character progression completely into the skill system. The whole gameplay is about hunting for skill points. So they took an ancillary and the worst implemented system of cRPGs and made it primary.
 
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Deleted Member 22431

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I don't want skills at all.

No RPG has ever done anything worthwhile with a skill system.

What makes AoD's design especially putrid is that they condensed character progression completely into the skill system. The whole gameplay is about hunting for skill points. So they took an ancillary and the worst implemented system of cRPGs and made it primary.
What makes some cRPG players especially putrid is that they hate cRPGs, want to play shooters, but at the same time are too incompetent to play real shooters. So they want cRPG developers to corrupt the whole medium and turn them into some form of inferior popamole shooter to fit their special "needs". In their distorted eyes, everything that makes a cRPG work is bad, because they hate cRPGs. But they won't say that in the open. They will invert the values and pretend that cRPGs were never about character building in the first place. It is an insidious and deranged form of decline if you ask me.
 
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Deleted Member 22431

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I think it boils down to a "player skill vs character skill" debate.
It doesn't. FO is easier than AoD. Talker builds in FO can handle encounters just fine because combat in FO is piss-easy. The difference is that FO allows the player to explore the world, do a bunch of shit and feel powerful early on. AoD doesn't. That frustrates the hell out of people, because they are used to be indulged by developers in their larping fantasies.
 

Deleted Member 22431

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As a AoD fan this is a legit criticism but such thing is hard to implement and they have abused the 'dialouge screen' thingy and they even admit that.
That's like saying they abused the narrative impact of your choices and allowed the player to make too many choices in comparison to other cRPGs.
 

Deleted Member 22431

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None of the legitimate criticisms of AoD mention difficulty at all. Most even say that the game is not particularly difficult.
Of course they don't. They will say things such as "this game is railroading me", "CYOA book", "too many dialogue checks", "not enough freedom", "too much gated content", etc. You add that up and you get "This game is pretty bad because it doesn't allow me to larp the way other cRPGs do. I don't want real choices with narrative impact that can bite me in my ass later on. I don't want skill/stat checks to matter outside combat. I want to explore the game world and kill things the way I see fit". That's what they mean. In a way, they are complaining that the game world is too harsh and unforgivable and that you are not the boss.
 
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Lilura

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The correct dialog options only appeared if your char had a high enough intelligence. But the wrong options still stayed, and it was up to you to pick the right ones.

Nowadays RPGs tag the "correct" options so you can run through dialogues on autopilot. Just pick the option tagged with your best skill and win.

Wrong, Jarl. Tags are good. They make it clear that the campaign is reacting to our stats. Otherwise, in many cases, we wouldn't even know without foreknowledge.

wisdom%2Band%2Bintelligence%2Bchecks.jpg

I want to see mechanics at work; I don't want them hidden.

Also, some attempts can fail so it's not "auto-pilot":

 

Darth Canoli

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That's what they mean. In a way, they are complaining that the game world is too harsh and unforgivable (unforgiving?) and that you are not the boss.

In a way, i wish more cRPG did something similar, maybe implemented differently but still.
That "party or 6/4/1" will rule the world meme has to die, even Sauron needed underlings such as kings and wizards as well as an army and in the end, he failed.

Most great classics keep you on your toes early on until mid-game where you can slay entire cities if you feel like it...

And that's the classics, it's worse when you play the bottom of the barrel games ...
 

InD_ImaginE

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I don't want real choices with narrative impact that can bite me in my ass later on.

I don't mind that.

It doesn't change the fact that AoD is a railroad built upon the chargen. It's been my biggest criticism since the beginning.

It is still 4 games in one, and on each game how reactive is the game is on par on normal CRPG. It is not expansive and reactive to your build because of the reactions to your build are mostly false choices of failure spiral vs progressing.

Trying to remove yourself from chargen built railroad in AoD requires meta-knowledge or save-scumming. On normal playthrough, any choice trying to leave the railroad will have VD smack you in your face (failure thus losing skill point) or outright firing in your face (death). If you get smacked and try to leave the railroad still, you get smacked over and over until at one point he shoot you in your face or you get a concussion and crash even in your railroad anyway due to lack of skill points to even pass your railroad.

You can argue the virtue of AoD, but a game that railroad you from start to finish might as well be designed as a linear game to begin with. Once again note that VD advocates of not save-scumming or using meta-knowledge at all.

People are giving undue praise to AoD because of skill check fetish. It got a load of skill checks and everything is gated by skill checks = automatically a good game. It is not. As I say, VD can release the game as 4 separate games with different narrative focus (focusing on each of the build, Talky-talky, Dumb Lobotmized Muscle, Rogue/Assassin Guy, Hybrid) cut the price into 25% of AoD and most people will still play the same game like in the base game.

I can understand behind the philosophy of why VD did it like that, but for me (and other as well) it is something that's too far on autistic skill checks side to the point it harms the game. Like I said, divide the game into 4. Remove all the RPG (stats, skills) aspect. Replace [Skill check] tags with [YOU WIN] tags. You still ended up playing the same game. Those branches mentioned that are available without having skill-checks? They will still be there without the RPG system. You know this to be true. The RPG in AoD is smoke and mirror. The only relevant part is in combat, and if you min-max it like VD intended you to play AoD, it is not that hard anyway, removing any semblance of a game from AoD. AoD idea of choice in narrative and character building is: 1. Jumping in front of a speeding truck and die. 2. [Skill checks] Don't and survive lol. It is not a choice at all.
 

JarlFrank

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None of the legitimate criticisms of AoD mention difficulty at all. Most even say that the game is not particularly difficult.
Of course they don't. They will see things such as "this game is railroading me", "CYOA book", "too many dialogue checks", "not enough freedom", "too much gated content", etc. You add that up and you get "This game is pretty bad because it doesn't allow me to larp the way other cRPGs do. I don't want real choices with narrative impact that can bite me in my ass later on. I don't want skill/stat checks to matter outside combat. I want to explore the game world and kill things the way I see fit". That's what they mean. In a way, they are complaining that the game world is too harsh and unforgivable and that you are not the boss.

Nah. The game does have legit flaws in being somewhat constrained and railroady sometimes. Yes, it offers lots of choices, mutually exclusive paths, recognizes your character build, etc etc, but the way it is structured and presented is different from most RPGs, which irritates some people due to unfamiliarity and a perceived lack of freedom.

Comparisons between the structure of an AoD quest and a quest in any other RPG show what the difference is, and it's not harshness or lack of options, it's mainly in presentation of those options.

AoD gives you a quest to go assassinate some noblewoman.
You tell your guildmaster you're ready to do the job.
You're teleported to the entrance of her manor along with your companion for the job.
You can pick between 3 possible approaches (1. Fight your way through the guards at the front gate. / 2. [Stealth]Circle around to the backyard and see if there's a way to get in that way. / 3. [Disguise][Streetwise] Put on servants' outfits and try to convince the guards you're here for a delivery.)
Depending on which approach you picked, you get a couple more options, again with skill checks, all presented to you in a neat list.

Other RPG gives you the same quest.
You look at the manor and can think of possible approaches.
To go to the backyard and check for a backdoor, you enter sneak mode and move past the guards. Chances of success depend on your stealth skill and - if the stealth system is good - the lighting.
If there is a backdoor, you can attempt to lockpick it. Again, chances of success depend on your lockpick skill. Maybe there's also a balcony you can climb up if you have a grappling hook with you. Using it would be a matter of clicking "use item" on your grappling hook, then clicking on the balcony.

It has nothing to do with the player being able to "LARP" or having consequence-less freedom to do whatever he likes. It has everything to do with presentation and interfaces of interaction. There is a difference between freely interacting with objects in the game world. and picking from a number of options in a list. And often, AoD's lists of options lack approaches you would have expected to work. This becomes most apparent when you do a Cheat Engine'd playthrough with a maxed out character, which I did for my 5th playthrough just to see how many options the questlines really gave me. I was surprised to see that an assassin never gets to use the lockpick skill, even though naturally you would expect that sneaking to the back door and unlocking it is a prime way of getting to your target.

This isn't a "boo hoo my character couldn't solve this problem with all of his skills" complaint, but a "a character build that sounds viable in theory is not viable" complaint.
The first playthrough of any major faction is going to be a playthrough of trial and error as you determine which skills are useful and which are worthless for that particular storyline. Then on the second playthrough you just hoard skill points and invest them in the necessary skills once you know the according checks are coming up.

You can have a game that's hard on your character, has choices with narrative impact, and makes combat truly difficult without turning each main quest into a narrow CYOA sequence.
 

Ninjerk

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I think the first time I "finished" AoD (mind you this has been a few years so my memory is foggy) I was unable to pass a lot of the skill checks that were offered. I was not railroaded because I had the option to almost constantly betray someone when my skills were insufficient to convince someone of some thing or another (or fight my way through something).
 

InD_ImaginE

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I was not railroaded because I had the option to almost constantly betray someone when my skills were insufficient to convince someone of some thing or another (or fight my way through something).

This is what I consider a false choice. The choice of betraying someone in AoD is jumping to a speeding truck. It is a choice. But it really isn't.
 

Deleted Member 22431

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I was not railroaded because I had the option to almost constantly betray someone when my skills were insufficient to convince someone of some thing or another (or fight my way through something).

This is what I consider a false choice. The choice of betraying someone in AoD is jumping to a speeding truck. It is a choice. But it really isn't.

You think it isn’t a choice because it is one of the available options among a restricted group of choices. That you don’t want. It is not freedom. Who is this developer trying to tell me what I can and can’t do. Never mind that you don’t have the option to betray people as you do in AoD in other games. What matters to you is that the narrative impact is restricted and you want total freedom.

Who thinks like that? A moronic, self-indulgent and spoiled cRPG player who equates freedom with degenerate gameplay, sandbox design and menial inconsequential shit like different ways of killing the same NPC, pickpocketing, etc. Freedom in your dictionary is the ability to do things that don’t matter in a superficial gameworld that doesn’t push back. It is the ability to choose things that have no narrative impact, and that require little to no skills. That’s the “freedom” you want.

The ability to make only choices that make sense according to the laws of the game world is insulting to you because they will pierce your ego that has been pampered by developers for years. You don’t care about game world, setting or things like that. You don’t care about narrative impact. In a sense, you don’t care about choices at all. The only thing you care about is your ego and the feeling of being in charge of a childish gameworld that makes zero sense.
 

Deleted Member 22431

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It doesn't change the fact that AoD is a railroad built upon the chargen. It's been my biggest criticism since the beginning.

Read “your choices are governed by stats and skills, and I don’t like that”. What stupid criticism is that.

Trying to remove yourself from chargen built railroad in AoD requires meta-knowledge or save-scumming. On normal playthrough, any choice trying to leave the railroad will have VD smack you in your face (failure thus losing skill point) or outright firing in your face (death).

That’s a caricature. First, you have plenty of options for different builds in different contexts. It wouldn’t be an exaggeration to suggest that AoD provides more options per build than any other cRPG ever. Second, some of the failures provide different game content and bonuses that you won’t have otherwise.

This kind of caricature is motivated by butthurt and negativity bias inflated by spoiled players with misguided expectations.

If you get smacked and try to leave the railroad still, you get smacked over and over until at one point he shoots you in your face or you get a concussion
And you obviously can’t take that because it is insulting to a renowned hero like yourself. Let me ask you this: if the developer creates a group of enemies that is hard to beat it is okay. That’s the developer’s job. How come when is in the subject of choices and exploration the developer’s input has zero importance? Do you think that character building should only matter inside combat?

People are giving undue praise to AoD because of skill check fetish.
Read “players who enjoy reactivity, skill checks and character-building”. Those people?

The only relevant part is in combat, and if you min-max it like VD intended you to play AoD, it is not that hard anyway, removing any semblance of a game from AoD.
I understand, so in your mind, the game is well designed when you can play the way you intended to play, which means that build choices don’t matter and the game world should be inert and passive. I wonder why. Maybe it is because most cRPGs are easy, indulgent and treat you like the chosen one?
 

Black Angel

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Teleportation is the single greatest thing AoD invited upon cRPG genre. It's thanks to solely that that I actually replayed the game so many times I completely lose count. If not for my laptop which made it not possible to play it at a comfortable framerate, I would be playing it right now, trying out different weapon-defense-noncombat skill combination and letting my own hands and choices of allocating the skill points guide me through a playthrough.
 

Deleted Member 22431

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but the way it is structured and presented is different from most RPGs, which irritates some people due to unfamiliarity and a perceived lack of freedom.

Comparisons between the structure of an AoD quest and a quest in any other RPG show what the difference is, and it's not harshness or lack of options, it's mainly in presentation of those options.
In other words, some cRPG players were spoiled by other developers and can’t deal with the pushback of the game world. This “presentation” statement speaks volumes. The criticisms come from players who don’t want an unforgiving world and the possibility of failure at every turn. They want an egotistical theme park where they can tell who is the boss.

You can pick between 3 possible approaches.
Or you can climb the walls and enter though the window, thus presenting a different scenario. Of course, you didn’t know that because the game will only highlight the available choices according to your available build. The fact that you are confident that these are the only choices betrays a superficial understanding of the game. And this can be said about the whole game. If you think this about this quest, you think the same thing about the whole game, which suggests you ignored half the content, if not more.

Other RPG gives you the same quest.
Which cRPGs? Most cRPGs are pretty linear. Even games of which you are fond of, such as Arcanum, are 90% linear. It seems you are indulging in a fantasy of the perfect game where developers have infinite resources and can implement all kinds of systems to please players. Besides, if you take the most reactive game you can think of and do things the way you consider interesting, they will not implement 10% of the number of choices AoD provides because it is too time-consuming. And even if they did that, players would bitch all the same if the stat and skill checks were unforgiving as they are in AoD.

Tldr;
  1. You are pretending that we have plenty of cRPGs with reactive quests. This is false.
  2. The few cRPGs who do implement this kind of quests don’t provide one-tenth of the choices that AoD provides.
  3. Even in such specific cases, players don’t want harsh stat and skill checks. So even if ITS had infinite resources to avoid text-adventure quests, players like you would still bitch and complain because you don’t like harsh stat and skill checks.
 
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InD_ImaginE

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Let's agree to disagree.

Yes, AoD is shit because it is chargen railroad. It is boring to play. Build doesn't matter unless you are metagaming. There is no relevant choice because most of them are just I WIN skill checks button. You can't build hybrid without prior knowledge. It has decently realized world made for skill check autists.

Next time you are driving, do try to choose to jump on the opposite lane just because "it is C&C."

A choice is only a choice if it gives a meaningful outcome. When all of your choices devolves into 1. DIe 2. Pass a skill check to continue it is not a choice. It might be a novel concept for the first 6 hours but yes, it gets boring.

AoD at its core is not a CRPG because by design only 1 build matter that you might as well cut character bulding off. And as I said, the game is not intended to be meta-gamed/save-scummed. A variety of build only comes into play after you play AoD at least 2 times. At that point, you are using metagaming/savescumming knowledge to get perfect results. If you consider that good then that's on you. I consider that a flaw in the design.

Besides some choices, there is no C&C, so to speak. Its skill checks the game. You get skill checks you get a better result. Narrative wise you can remove all dialogue from the player character. Just replace them with USE SKILL CHECKS?: 1. NO -> YOU DIED LOL or 2. YES -> YEY YOU ARE MIN MAXING OR SAVE SCUMMING, HERE IS YOUR RESULT. CONGRATS CHAMP. Not using skill checks at that point is the equivalent of shooting yourself in the head. It is a choice but it really isn't. AoD should be made as a Visual Novel and it will be a better game overall. Remove the skill checks. Actually ask the player to use their brain on which choice is actually better. Voila, actual C&C.

It at its core is a braindead game because it is designed to remove character-building choices from the player who wants to finish the game.
Saying it is a choice at all is like playing Visual Novel and try to collect all the dead ending routes that end the game abruptly. Yes, the choice is there, and yes for me it is a waste of time. As I say, the easiest analogy is do you want to jump at a speeding train? You know that it is a choice. You know it is "C&C." But in actuality, it is not a choice at all. Betraying people of different factions in AoD is useless because it only serves a failure spiral. There are exception, but the main game is just like that. Unless, of course, you meta-game based on previous experiences or you save scumm the skill cheks and hoard skill points.

TLDR: You consider that the player should take an excel sheet and metagame the build as good design. I don't.
 

Deleted Member 22431

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Teleportation is the single greatest thing AoD invited upon cRPG genre. It's thanks to solely that that I actually replayed the game so many times I completely lose count. If not for my laptop which made it not possible to play it at a comfortable framerate, I would be playing it right now, trying out different weapon-defense-noncombat skill combination and letting my own hands and choices of allocating the skill points guide me through a playthrough.
If you want a proper comparison, just consider how tedious it is trying to do another FO:NV playthrough. You have a gigantic sandbox world, an ungodly amount of main quests, etc.
 

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