[quote]Haexpane wrote...
No one said "ANy variation" just that, we would not have had BG2 as we know and love it. BG2 stands alone, lightning in a bottle if you were.
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You said explicitly that removing xp per kill would be a rejection of the inspiration of Baldur's Gate 2. That seems to me to be a pretty minor variation. This is particularly true in light of the fact that designers using xp have to count every point up to control pacing.
I disagree with you that most minor variations would have resulted in something vastly different. Certainly large changes would have had a greater impact, but you wouldn't have had BG to compare it to. The same team would have produced a great game, no matter what the ruleset, and I suspect you would have loved it every bit as much, because it would have been what had given you joy. If you'd never played with xp per kill, do you really think you would have invented the idea to improve whatever games you'd played?
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Nope, removing *core* mechanics would tho
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You consider xp per kill a core mechanic? I would consider levelling a core mechanic. The manner in which those levels are reached is pretty superficial. I come down on the side of streamlining, as has no doubt been made clear by now.
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Nope, BG2 is a licensed product, so theme and atmosphere were 100% off limits. The idea was to capture the type of game, and general "swords and magic and dragons" party based western RPG
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You completely lost me here. Are you really suggesting that theme and atmosphere can be licensed as IP?
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Indeed, another licensing issue, although Bioware has stated repeatedly that they prefer the make your own rules w/ DA approach.
I would counter that BG2 has much better and more balanced gameplay, so "make your own rules" is more FUN for developers, trying to stick to the AD&D ruleset at the time made for a better game
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I'm not sure Bioware's developing its own system was a licensing issue. Trying to shoehorn a tabletop system into a computer game can be difficult. Hell, D&D has found rules bloat difficult to shoehorn into its own system, particularly in 3rd Edition.
I'm not sure what you mean by balanced gameplay in BG2. AD&D 2E wasn't even well-balanced internally as a tabletop game. D&D has spent two editions trying to iron out the imbalances, in fact.
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I am not disagreeing that lack of combat XP would not work functionally. I am stating that lack of combat XP would removing a lot of the fun from combat.
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Which is a good argument for making the combat fun in and of itself, and this is the direction Bioware is taking. If I don't like the gameplay, a "50xp" floating over a slain enemy won't retroactively make the action entertaining. I prefer the model in which the player concentrates on completing the mission, without worrying that he didn't dig all of the xp out of the entrails of every enemy in the area.
You apparently prefer the model in which rewards are given out more incrementally, and a game mechanic is installed to give the appearance of a functional difference.
There's no wrong answer here. I'm not speaking out against xp per kill so much as the idea that there is some inherent tie to roleplaying in the mechanic. I find a mission-centered approach to be more immersive, myself. If I save the damsel in distress, I don't want to feel as though I've missed something by not exterminating three henchman in a dark corner somewhere. Some gamers prefer sticking a blade into every nook and cranny (or crook and nanny, depending on the game style).
I would repeat, however, that if the action of the game isn't entertaining in itself, that the action of the game should be redesigned.
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This isn't war, it's art. I'm not against the WoW model of combat. The point is even KOTOR had better combat than DAO.
Dice Rolling isn't some "ancient technology" like stone tools. It's a rule set that's constantly evolved and time tested, it's one of the few systems that has been PROVEN to be functional, fun and universal for BOTH table top and videogaming.
Everquest DPS model has not.
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Whether war or art, the media and the techniques still evolve. There were no cubists among the Dutch Masters, but no one argued that Picasso wasn't painting or wasn't producing art. Considering the evolution in RPG rulesets and computer technology, it would be strange and disappointing if CRPG's didn't start taking on some bold new qualities.
As for the die-rolling, my point is that BG had it built right into the design. You could see your D20 roll right on the display. You don't get that with DA:O.
It seems that you are largely untroubled by the differences between BG2 and DA:O, that none of them detracted from its quality as an RPG. It seems odd that so many of the expected differences between DA:O and DA2 are deal-breakers for you.
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Personally, I like the differences between Baldur's Gate and Dragon Age as much as I enjoy the similarities. I look forward to an improved design in DA2, as well.[/quote]
Everyone knew that's where you'd end up. I'm not saying DA is bad.
But if you don't think BG2 is better, that's ok. But it won't change BG2's place in history as one of the all time great games, that is still playable today even with it's 1917 graphics
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I don't really have an opinion on whether BG or DA are better games. It's a little like arguing over baseball players playing in different eras. I think Ted Williams is the greatest hitter of all time. If you think it was Babe Ruth, the best we can do is compare stats in different eras. I'll point out that Williams lost big years to WW2 and the Korean War, and you'll point out that Ruth lost at-bats because he pitched. I will then say that Williams was facing more sophisticated pitching and that Ruth would have been lucky to manage a .300 lifetime average, and you will tell me that's hogwash.
And there the argument ends.
Similarly, the Baldur's Gate series was a tour de force in its time. I think DA suffered from being designed too much like Baldur's Gate, though. Dragon Age should bring 12 years of tech advancement and learned lessons with it. Did it? I dunno. I liked the approach in character and storytelling (romances excluded), and I liked the fact that I got to see the game world from eye level a bit. DA also has the advantage of being something we'd seen before.
It reminds me of 3rd Edition D&D, in a way. You could tell that the designers wanted to make a quantum change from the 2nd Edition rules, but they feared to change the game so much that it didn't look enough like D&D. 4th Edition took the changes much farther. Similarly, I wonder if DA:O wasn't something of a jumping-off point. An homage to BG, even as it prepared to move on.
Modifié par Tantum Dic Verbo, 29 juillet 2010 - 03:03 .