GhanBuriGhan said:
Wow, the entire codex applauding an interview that openly states a game is RPG light and wants to increasingly cater to the casual player. Honesty is great, but this still is NOT really what I want to hear. On the other hand, the emphasis on choice bodes very well, and I guess that's the main reason why everyone here is so giddy for the title.
Well, they can call it what they want, I know some RPGs which have less depth in their "RPG-elements" than Gothic. To me, choice is at the very core of roleplaying. Does wearing a robe make me a mage or a sword make me a fighter? It's my skills and decisions which define my character, and Gothic doesn't lend itself so well to playing Mr Cando Itall, so I am more compelled to a well-defined role.
But people here should be aware that the wish of pleasing the casual gamer is a driving force in this games design, there may be yet undisclosed dissapointments in the design. That's a lesson I had to learn, just recently, so I'm a bit more weary right now.
It's not our fault you're gullible. From my experience, PB is being up-front with what they're doing whether we approve or not, so I do not anticipate "hidden" disappointments. They've described their plans for the skill system in detail, basic stats can't be simpler than before, and they apparently wish to expand on the better parts of the previous games. With any luck, the whole game will play like the first chapter in the previous games, without luck, I still can't imagine it being worse than before.
The only element I know so little about I might be disappointed when I do is the magic system.
Oh, and combat is an anticipated disappointment. There is good and bad about it: Finally shields, by all accounts implemented in the simple and effective way I hoped for.
I am prepared for a dumbed-down combat system, but there is a slight chance they'll implement it like in Gothic 2, just using the new controls as default and making the old controls the "alternative" setting.
Besides, I greet abolishing the required timing as it relies too much on player skill and caused some trouble, namely that NPCs always seemed capable of pulling off a combo much faster than I could. We ought to be on more equal footing now.
Of course, there is the possibility that it'll turn out you can just do about all quests for all factions and learn most skills of all professions in one go. But given they've stated helping one faction will descrease your standing with another, and you need a high disposition for "better" quests - I hope for a sort of ranking from "If money is all you love, then that's what you'll receive" to "General Solo, is your strike team assembled?" in terms of how closely you're associated with a particular faction, and switching sides will hopefully gradually get harder the more closely you've associated with one and advanced the plot. If you didn't associate closely enough with anyone in the end, or just scew up your relations with the faction of your choice in the end, you'll get the "Neutral" ending. (There has been information there'll be three endings, one where you choose Beliar's side (Orc-kin), another where you side with Innos and humanity, and finally a neutral ending if you help noone.)
Some wishful thinking there, but even if it's not that good, it's still not awful. Even if they just barly fulfill their promises it'll be worthwhile.