As for the backgrounds altogether, one question that I have to ask is what exactly is the purpose of the non-affiliated ones.
Exactly. The fact they are not really supported throughout the game with their own quests is disappointing, even though I can enjoy the different perspectives they offer at the beginning.
There is a neat distinction here between combat and civil skill categories that is as simple as it is obvious, which only makes me wonder how come other RPGs don’t use it as well.
True. Players don’t pay attention to this nice detail, but it’s well thought-out.
The developers have stated multiple times that making a character that simply “makes sense” is enough for you to be successful. But I really do beg to differ. My first character, an assassin, I envisioned as a “ninja” type of survivalist sneaker relying on his own wits, focusing on Alchemy, Sneak, Streetwise, etc. What I had in mind was climbing into people’s villas via balconies, putting scorpions under their pillows and disappearing into the crowds unnoticed.
True, but that is what happens when you want to subvert the conventions with realism. We all have this ninja assassin mindset, but the assassin guild in AoD is more down to earth and realist. That’s the reason why the thieves guild is more powerful and connected than the boatmen, and why each of the individual guilds end up being involved with the consequences of their jobs. Moreover, while you can’t do most of your missions in a Hitman fashion, you have some nice text-adventures in a ninja fashion. Most of your criticisms agaisnt the merchant playthrough reveal more about your preconceptions about this topic in fiction than whether the quests are believable or not.
A large part of this stems from the blasted mandatory Lore/Crafting. Simply put, the rich get richer in AoD – every new place unlocks more places, and thus more SP.
That is correct. But then again, that is the price for having a game world that is believable. In W2 you will find mines, alarms and toasters everywhere just so that the player can feel that his investment in those skills was justified. The consequence of that type of design is that the game world feels completely artificial and narcissist. Everything is particularly arranged so that the player can feel like a super-awesome explorer. Not in AoD.
But a specific mindset is necessary in many other ways, and here things start to get a bit ugly. It is perhaps the most difficult to get accustomed to the idea of hoarding skill points.
True, but then again, it is about realism. The only way to get rid of this problem is to have a fluffy character system that doesn’t really matter. If you can allocate SPs anyway you want and surpass all the challenges the game world impose on you, then you don’t really have any challenges to begin with. In that case, the skills, stats and SPs would be purely cosmetic.
However, that is not to say that everything is perfect around here. The biggest stinker is probably the enemy AI. Your enemies are pretty dumb and usually act only in the most basic ways. This is probably why you are always so desperately outnumbered – it does tend to offset the enemies’ stupidity and present you with adequate challenge. But still, there are many routines and actions that the AI always employs, which you will quickly learn to recognise and abuse in all kinds of ways. The biggest problem, perhaps, is that your enemies never act as teams, but instead as groups of individuals. You will often see your foes clog up a chokepoint and block their allies or surround you in ways that are absolutely counterproductive to some of them, not to mention their usage of whirlwind attacks that hit more allies than enemies.
Mostly true, but I disagree with the part about chokepoints. If enemies were smart enough to avoid chokepoints, the chokepoints would be useless. At least in that aspect, enemies are intentionally dumb. In addition, some fights are planned in a way that the AI works like an elegant clock. For instance, if you refuse the first invitation to see Gaelius, you will face a team of guards, with two long spears on the back, and tower shield guys on the front, and almost no space for kiting.
First, a “diplomatic” playthrough is extremely limited and easy, almost to the point of the game playing itself. You never really do anything.
Even if you convince a bunch of mercenaries to kill themselves, destroy Maadoran pressing a button, open a teleport to other dimension, or become a god? Besides, the passiveness in the diplomat playthrough is an inherit limit of the accepted cRPG conventions we have. In most cRPGs, this flaw is not apparent because the talker options are just fluffy options to a combat playthrough. AoD take this seriously, but this reveals its limitations. The only way to fix this is to change our conventions about dialogue checks, which is a herculean task.
To me, the first “chapter” of the game around the city of Teron is AoD at its peak. It gives you the greatest flexibility of approach, internal logic and overall quality. The next chapter in Maadoran is still good and introduces more variety of content, but it’s here that you’ll see the first seeds of badness. And then you finally get to Ganezzar and beyond where things really start to fall apart, where logic takes a holiday and where the quality of design simply plummets all the way down to the three final endgame “dungeons”.
I partially agree. The truth is that Teron is so rich with content and polish that anything that they could come up later is pallid in comparison. Even if they had more three years, the last city would still be inferior. The fact that most of the playthroughs lead us to the temple is also silly. Of course, most of the background quests begin with the map, but the life and blood of the game are the core quests. The temple should be inevitable for a loremaster character, not to every background.
Things you should criticize:
(1) There is no synergy between stats and skills.
(2) You mention that the world doesn’t track really well your reputation and deeds. The worst offender in that regard is the destruction of Maadoran.
(3) Incomplete crafting. Crafting is mostly about metal. Different types of wood and leather are completly irrelevant.
(4) The abundance of dead lore.
The developers didn’t implement (1) because it lead to pigeonholed characters – I bet it also made the game easier. For me, this shows that there are some limits with the prevailing conventions of cRPGs concerning the use of stats and skills. (2) and (3) weren’t implemented because they didn’t had time. (4) is mostly cargo cult. The lore that matters is always that one that have a life of its own or put things in motion, like the events in the abyss and the arch. Reading pages and pages of lore to know how the battle with airship happened is not that great, even though is not poorly written.