Vault Dweller said:
Anyway, the binary choices aren't available to everyone and are filtered by your choices. That makes them good all of a sudden? BG2 had plenty of such choices, but I don't recall it being heralded as the next coming of Jesus.
I do. Is comparison to BG2 a bad thing now? I'm not a big BioWare fan but hey, you could do worse.
I didn't herald it as the second coming of Jesus, by the way. I feel a choice which completely changes the way the rest of the game plays except for two main quests in Act II and the side-quests in Act III is, in fact, impressive. Sue me.
Vault Dweller said:
No, it doesn't. It's linear as fuck, but it has a nice fork which, apparently, hypnotizes people.
If it has a fork it's not linear by definition. It also has more than one fork, for instance in your choice in the castle in the prologue determining how you escape the dungeon. Act II isn't linear for most of it until you hit the ending "ghost battle/siege of Vergen" nodes, before that you can do various main quests running simultaneously in any order which isn't particularly freeform since you still have to do them all, but it's not exactly corridor style either. Then there's Act III, which either has three main quest paths for one choice or two main quest paths for another.
Yup. Linear as fuck. Can I just ask, how often did you finish this game? Because I wasn't as impressed with it first time out as second time out, let me tell you.
Vault Dweller said:
Truly "an “evolved” RPG".
Yup. You at least realize I was using the term "evolved" to make fun of the tendency of certain developers to excuse idiotic design decisions as evolution, specifically and recently with Hunted: The Demon's Forge.
Vault Dweller said:
Your rebuttal to his point was "Triss talking to a different person" (flavor) and "you get different but painfully basic quests like find Margo". It's flavor. Better than Bio flavor, but flavor nonetheless.
The dialog with Triss can lead to different knowledge which may or may not be useful depending on the main path you follow. It is valuable to the narrative, which isn't what I think of when I think of flavor "thank you" bits of dialog. But fine, all dialog is flavor, that is acceptable.
Yet you asked, literally, "how does it affect gameplay". In one path, I can spend time saving a bunch of non-humans. In another path, I can check up on the madam. How exactly do you define that if not "gameplay"? Is there some other word for this activity?
I also noted the impact on the town is visible (flavor) and another option is unlocked or locked in the main path for Iorveth (gameplay).
Vault Dweller said:
I don't think that what VoD said (above) can be summed up as "no, it isn't".
Can't it?
In that paragraph he explains how the consequences of the choice have no further consequences. It's true, it doesn't matter if you save the non-humans or check on the madam. A clever step ahead, because we're not actually discussing whether that matters or not, we're discussing whether the quest unlocking it has enough consequences to not be flavor. If you keep skipping steps ahead eventually you'll hit up flavor quests. Does that mean every quest back to the top is flavor? The whole paragraph simply had no relevance to anything I was saying, other to highlight that VoD has a different definition of flavor than I do, apparently also including a minimum size of unlocked sidequests (a quest is only not flavor if the sidequests it unlock in turn have consequences?) before something becomes a real consequence. And that's fine, as duly noted. Differing definitions, it is what it is.
VentilatorOfDoom said:
Fair enough, but is just a gimmick. What's next, praising Skyrim for not having a dialogue wheel (after years of ME-like dialogue wheels) effectively achieving the same standard we had decades ago?
I probably would. I think I complimented Fallout 3 on using standard dialog, though I didn't review it. Any positive step is a positive step, and I have to note it exists if I'm reviewing because my readerbase cares about it.
VentilatorOfDoom said:
Sorry. I see your review -undeservedly - doesn't trigger much interest on GB.
Hmmm? It's got plenty of comments, about half of this thread only all the posts there are about the review
VentilatorOfDoom said:
Will try to keep this thread more on topic. We can skip this discussion until our own review is up.
Eh, too late.
VentilatorOfDoom said:
Take Quen for example. Maybe it's the laziest way to play but I fail to see how it is overpowered compared to other stuff. Bombs, throwing daggers, Igni, Yrden, shitloads of HP and DR from warrior skills. If anything is to blame it's the fact that you can play the game without spending any skillpoints at all, so if you actually spend points on anything you're getting more and more overpowered the farther you progress.
Is that last bit a quote? I feel I've read it somewhere.
Yes, the game is unbalanced on multiple points, and I do in fact list bombs, throwing daggers, Yrden and the Igni and heliotrope sign for mages as unbalanced. Quen is simply the most obvious and - one upgraded - easily the biggest of its many imbalances.