Vault Dweller said:
GhanBuriGhan said:
Ghan not getting mocked - I wish! Anyway i get thrown in with the fanboys half of the time, but so what.
Friendly pokes don't count, do they? :wink:
The legendary friendliness of chefe and bryce always gives me that warm fuzzy feeling...
I finally start to understand why VD likes DF but hates MW
You could have asked...
I did a couple of times, didn't want to get on your nerves any more...
... so you thought the character choice had too little impact on the abilities of the player. Hmm, I see what you mean with the examples you mentioned, but there was still plenty of effect to make it interesting for me.
There is more to that.
First, the design supported and provided an option to use those skills: air shafts / walls with opennings to climb, pits to jump over, creatures who may not attack you if speak their language (a viable option for explorers), water filled dungeons, etc.
Yes the dungeon design was pretty good that way. However there were some such things in MW as well: Mountains you could only get over with high acrobatics or levitating. Telvanni towers. The language solution in DF was lame in My opinion, but maybe I felt that way because I don't like a simple die roll decide such things - it should have been a little conversation minigame at the very least, or it could have let to actual conversation with new quest groups, or dungeon tips, or whatever as rewards.
Second, you weren't forced to take any particular route. Don't like levitating? Take Climbing - a good and solid alternative. Healing spells? Medicine. Water breathing? Swimming. Fighting? Backstab & Critical Strike or Languages.
Levitating? Acrobatics or potions. Water breathing - high athletics (yes the swimming skill was nice - on the other hand having general athleticism factor in is nice two, combination for the win, IMHO). Fighting? Sneak, Magic (offensive or passive - e.g. invisibility). Yes, VD, some options were lost, and I am not one to celebrate that, but there were still lots of options!
Third, advantages/disadvantages that further improved your options of developing and playing truly any character you want. Pick "take damage in holy places" and you actually will. Chose Rapid Healing for your Conan and forget about those potions. Etc.
On this point you will hear no arguemtns from me - I constantly nag about the advantages disadvantages sytem over at the TES forums myself. The Birthsigns were a poor replacement. Point granted.
Quests were of much higher writing and role-playing quality overall. There were quests for monks (investigate appearance of a deity), quests for mercs (protect a guild), for highly skilled mages (cast a certain spell - it actually made sense for mage guilds to provide those services to people and use talented mages for that), for adventurers to look for rare ingridients in dangerous places; and you could decline any quest that didn't fit your character.
Better writing? A few maybe, overall I don't see that. I thought some of the guild quest were very fitting. Doing the pilgrimage for the tribunal temple, establishing trade between Tevanni and ashlanders, gebeldhirs bet, the "bad people" quest. and As I said, the background for the quests was far superior. Not being able to give up or decline quests was indeed a bad design decision. Although there were usually three or four quest lines per guild, so you could go some way even if you decided not to do a certain quest. E.g. I never did the "kill the false nerevarine" quest the temple gave me.
So, you could make any character and truly play the way you want to, doing what you want to, and never running out of things to do.
Yes, and I found the same to be true for Morrowind. Of course I don't have the amount of time to sink into games today as back in the DF days, so maybe thats part of the reason too. But there was more to see and do in MW than in almost every other game I played, including most RPG's
Add to that 30+ guilds, witch covens, vamps, werewolves, banks, horses & carriages, houses & ships to buy, HUGE gameworld, and all that in one game, you can see why I feel about DF and MW the way I do.
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Only that the 30 guilds were really 5 archetypes. And that horses carriages or banks weren't huge gameplay features. Or that WW or V gameplay was minimal (and V were in MW). All nice to have but no game makers or breakers. Of course it helped that I could get all of that and then some back through mods
So I guess I am still surprised that the difference was large enough for you to love the one and hate the other.
It was that "less of everything" feeling: less skills, less guilds, less quests, less interesing, less quality, etc.
I understand, considering what you value most in games I can see how it was dissapointing. Though there is still a difference of a dissapointment and total shit.
And I thought MW had a plus since while the quests still were Fed Ex and boring, they were better embedded in the world, with the various factions taking on a certain reality, because you learnt mre about their agenda, their struggels against each other etc. as the game went on...
That only highlighted and draw attention to the lack of any reaction & consequences in the game.
There we are different, I think a well painted background always adds a lot to the game, no matter what. And the quest were designed in a way that didn't really raise the expectation that there should be huge consequences. And DF doesn't get better just because it "didn't draw attention" to its lack of consequences either.