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Please for the love of god no more fade sequences.


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#126
Kiely

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sreaction wrote...

Behindyounow wrote...


The only purpose it had was lengthening an already fairly long dungeon. It had apsolutely no storyline significance at all.


It did make the tower sequence longer but that was not its only purpose.

It has everthing to do with the storyline , the tower is  invaded by abominations - rid the tower of abominations - to rid the tower of abominations you must enter the fade and fight fade spirt. It fits the storyline perfectly. Its subplots also fit into/support the storyline as well. The fade sequence also give the player a taste and feel of what the fade actually is instead of just a written or oral reference.

Now, if you think that it was long and boring thats one thing but to say it has NO purpose is incorrect.


Agreed. Everything you need to do to save the world from a blight might not be easy or fun... big surprise. Posted Image

The fade and the deep roads provide a level of immersion in the story that I appreciate. They are tough slogs, just as they would be for the Warden. Arguing it could have been implemented better is valid, arguing it serves no purpose is not.

#127
SATG87

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Add Deep Roads to the "Long and boring" list

#128
sreaction

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Long and boring, makes me wonder if certain people think a "better alternative" is short and exciting? Not that there is anything wrong with that, but does long always have to be boring? Could it be short and boring or is long always boring? I get the feeling that no matter how well a sequence is done the length will determine, for some, whether it was boring or not. Therefore, those with a short attention span will always be bored if the length of any sequence lasts too long.



That would also led me to believe that most in the long is boring category are most likely console gamers... i.e. fast paced sensory overload , get bored with a game in minutes type of person.



Me I am partial to intricacy be it long or short.




#129
Sylvius the Mad

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Behindyounow wrote...

The only purpose it had was lengthening an already fairly long dungeon. It had apsolutely no storyline significance at all.

I completely disagree.  The authored narrative wasn't really advanced by the fade sequence at all, but the gameplay there - forcing the PC into unusual situations - was a wonderful opportunity for character development.  One of my characters emerged from the Fade completely changed.  It was terrific.

RPGs need sections of the game like DAO's Fade.