Cowboy Moment
Arcane
- Joined
- Feb 8, 2011
- Messages
- 4,407
I'm genuinely surprised myself.
It seems you just cut out to much fluff. Leaving the filler out is great, but in doing so you overexposed the mechanical aspects of the game, which now look to straightforward and simple. Most rpgs when thoroughly analyzed will be exposed as relatively simple games. AoD is probably more complex than any part of the holy trinity, but the mechanics are not obfuscated enough. Basically you should add more interactive but mechanically pointless stuff.
Totally this. If you remove the combat from Fallout, you're basically left with a bunch of talking and running around, and the occasional skill-check for something different. The problem with AoD is that, while the core mechanics are not that different, it ends up feeling like a railroaded text adventure - there's not much difference from using your Science skill on a computer in order to read Richard Grey's logs, and getting a dialogue prompt asking you whether you want to use your Science skill on the computer. The former just maintains the illusion of interactivity, and adds some flavor text here and there from using your skills on random stuff. Similarly, being teleported from quest objective to quest objective destroys any illusion of freedom the player might have.
I understand how you might reason "Running from objective to objective just wastes the player's time for no reason; let's remove it.". I think that's wrong. I would even argue against fast-travel inside towns. Running around allows the player to visually absorb the world you've built. Functionally, they can run into one of your little vignettes, but even if they don't, they'll keep seeing things that characterize your world just as well as all the text descriptions. Seeing the crucified bodies in front of the IG Barracks tells you as much about them as the exposition through dialogue. Or how their compound is a proper, heavily guarded fortress with stone walls, while Antidas lives in what's basically a run-down palace surrounded by a makeshift palisade. But nobody becomes familiar with an environment after only seeing it once or twice. Especially if they're being dragged around by dialogue-teleportation and having their gear switched around - seriously, that needs to go, it's annoying as hell for no good reason.
So anyway, my advice would be to:
1. Give the player as much freedom as you can. I'm pretty sure I've seen a screenshot of Antidas' throne room, so why can't the player walk around it a bit? (If you can, and I simply haven't found a way, then disregard this) During the ambush in the alley, allow the player to pass a PE or streetwise check in order to anticipate it and get better positioning and initiative. My first instinct in that fight was to net the attacker who hasn't engaged yet, but the initial positioning, and having to waste AP on equipping the net which the game arbitrarily unequipped, made this impossible. It's little things like this that add up to the feeling of not having any agency.
2. Add a bunch of fluff. Fluff dialogue that does nothing, but makes some sense for the character. Having a Cha check in order to hear Dellar's story was great, should be more of that on the major characters. Also add "interactive" fluff to the gameworld. Going back to the crucified people, allow the player to click on one and read a short description; then, if the player passes a skill/stat check, they can make an additional observation. Or, in Linos' office, one could click on his desk, and with high enough trading/etiquette, get a rough idea of what the documents there do. You can even give the player like 1 SP for succeeding in this. The point is, it should be something optional, and not thrown in their face the moment they enter an area.
3. As a rule of thumb, remove the teleportation wherever it's not absolutely needed.
By the way, is every single option always visible in dialogue, regardless of your skill values? Or do some of them not even show up if you're too low?