When I had 6 party members in BG, occasionally I had temporary party swaps (particularly early on) because I wasn't sure who was the most effective person in my party. After all, I had a lot of choice, and if I'm picking between a few objectionable characters, I'm going to pick the ones that help me survive.AlanC9 wrote...
You're serious? You'd let item finds dictate party membership, rather than have party membership dictate which items you sold and which ones you kept?AmstradHero wrote...
.....but even if you go back to the AD&D system as implemented in the Infinity Engine games, there was customisation there due to the limitations. None of this simple, martial and exotic weapon proficiency business. Sure, it was a little bit of an annoying limitation at times, but it made you want to add that fighter with axe proficiency to your party to use that really powerful magical axe to your party, even though you didn't like the character very much.
I exaggerated for effect, but the fact that my sword and shield warrior can just pick up an axe and wield it with just as much ease, while being great from a playability perspective, is bad in terms of customisation.
1. You're almost broke, so getting to Balmora via a silt strider was too expensive for my tastes. And you were lucky not to die if you went there on foot.virumor wrote...
How are you left with zero direction? You immediately receive orders to get to one Caius Cosades in Balmora, and there's a silt strider right outside the town. Alternatively, it's also possible to get a scrap of paper from a scout with detailed directions of how to get to Balmora on foot. In any case, it's way better than following a quest compass like in Oblivion.AmstradHero wrote...
The fact that you were pretty much abandoned and left with zero direction at the start of [Morrowind] is a big drawback, and just lots of "ease of use" aspects make the game more frustrating than it should have been.
2. I was more talking about once you reach Caius. He effectively tells you "sorry, you're useless right now, go level up and come back to me."
Fast travel, a journal that wasn't utterly horrible and the quest compass were some of the things that made Oblivion more accessible and much more fun. You might argue it "dumbed down" the experience, but having been forced to catch repeated public transport, run everywhere, or use very limited teleportation ability made Morrowind highly tedious at points. And let's not forget the "cross the entire island without talking to anyone" quest. Bethesda were practically rubbing your face in it there.
Modifié par AmstradHero, 03 juillet 2010 - 03:24 .





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