To be fair to Avellone, crap like the rats in the temple at the start is pretty lame. I mean, does that little dwarf have to fight his way through every day to get out? And the bed in the bank is more lazy level design. Actually, I always found Shrouded Hills quite boring.
To be fair to Arcanum, Avellone's previous works have included similar stuff.
Baldur's Gate Torment or Kotor 2, anyone? Never fought any filler trash mobs of animals there.
![Roll eyes :roll: :roll:](/forums/smiles/icon_rolleyes.gif)
And while in my initial playthrough of Arcanum I had similar gripes about the dialog trees' forcing you to say certain things, (I can't think of a single game Chris has worked on that hasn't forced the player to say things a certain way on occasion) I'd have to say Arcanum's dialog has far more
meaningful reactivity than that of similar games of the time.
Arcanum's dialog is less about "what it says" and more about "what it does". You can be pretty sure that picking a dialog option is going to lead you down a different path vs just being "roleplaying" flavor. I personally think that the developers' budget was far better spent writing dialog paths that lead to different consequences as opposed to 3-4 different options for each node that all lead to relatively the same result.
Games like Alpha Protocol, Dragon Age, and Mass Effect embody the opposite philosophy at times and in the end it makes it feel like you are watching a movie with a set plot and you can choose whether the film's star is snarky, mean, a goody-goody etc. It can be enjoyable and the customization helps you to better identify with what's going on in the plot, but it makes it feel as if your choices have no real meaning, causing the game to seem less interactive. Thus it wastes a large amount of the potential of the gaming medium which, by its very nature, should be highly interactive.
Bah, why am I preaching to the choir? Anyway...
God, this guy sucks at gaeming, huh guis?