Surlent
Liturgist
- Joined
- Jul 21, 2004
- Messages
- 825
The Bio thread seems to have been locked up.
But all in Codex agree with Gaider ? Can't you all see this is part of Bio's tuning down campaign ?
They're watered down Magic system and day&night cycle, go for "epic" vanilla plot and have no hot lesbian action. Now (especially last part) just doesn't sound right. Maybe others call it centralization or concentrating on strong points, but I just call it plain stripping features away.
Perhaps in Dragon Age, which is designed to have mass battles like Lord of the Rings, it's appropriate to skip such options if the whole game centers around that design idea.
But generally tuning down options is definite no no.
Same way there shoud be extra violent choices, there should be non violent also. For example blood thirsty fighters and cruel necromancers go for more gore the better and for pacifist cleric or smooth talker negotiation options to get through with words. Through their actions they roleplay their character.
Many times when you complete quests nonviolently, dialogue is involved. If you want to extraplote, you could say that's taking away from the dialogue options which lead to different solutions. How's that for crpg ?
Bad practical situation doesn't mean you need to force variety there though, no sense in that and like suggested class oriented quests might be better solution than stuffing every quest with options that don't make sense.
Combat is as integral to the game as the devs want it to be. For hack 'n slash and dungeon crawl type game they are most that matters. For computer roleplaying game, I can't say the same. In Fallout you can runaway from random encounters and sneak past the rest (good dexterity can help). And in Arcanum "third party" ie your half ogre party members handled the combat, while PC was taking the sun.
But all in Codex agree with Gaider ? Can't you all see this is part of Bio's tuning down campaign ?
They're watered down Magic system and day&night cycle, go for "epic" vanilla plot and have no hot lesbian action. Now (especially last part) just doesn't sound right. Maybe others call it centralization or concentrating on strong points, but I just call it plain stripping features away.
Perhaps in Dragon Age, which is designed to have mass battles like Lord of the Rings, it's appropriate to skip such options if the whole game centers around that design idea.
But generally tuning down options is definite no no.
Same way there shoud be extra violent choices, there should be non violent also. For example blood thirsty fighters and cruel necromancers go for more gore the better and for pacifist cleric or smooth talker negotiation options to get through with words. Through their actions they roleplay their character.
Many times when you complete quests nonviolently, dialogue is involved. If you want to extraplote, you could say that's taking away from the dialogue options which lead to different solutions. How's that for crpg ?
Bad practical situation doesn't mean you need to force variety there though, no sense in that and like suggested class oriented quests might be better solution than stuffing every quest with options that don't make sense.
Combat is as integral to the game as the devs want it to be. For hack 'n slash and dungeon crawl type game they are most that matters. For computer roleplaying game, I can't say the same. In Fallout you can runaway from random encounters and sneak past the rest (good dexterity can help). And in Arcanum "third party" ie your half ogre party members handled the combat, while PC was taking the sun.