In Exile wrote...
I don't undertand. I said that not scaling can risk making the game linear. Are you trying to argue against this?
NWN2 was certainly very linear. I haven't played old gold box games so I can't comment on those, and I honestly can't remember Fallout very much. My impression was that it was linear... but I also played it when I wasn't that good at RPGs, so my builds sucked which made it hard to really get around.
True thinking back NWN 2 was very linear. It just seemed open because I just played Strom of Zehir and when I think of NWN 2 I picture that game instead of the OC. Zelda wasnt linear though. FO 1 and 2 were only as linear as you made them. So I would say they were pretty open and same with most of the goldbox games.
I can think of six steps to removing scaling for the better.
First dump the filler combat. DA was ripped for having so much filler combat with waves of mindless cohorts. By dumping the filler combat you can cut the level scale from 1-20+ to 1-10 which is more like Baldur’s Gate.
Second thing Is to provide some clues for what the PC is up against. The last thing you want is an open-ended world with many choices that lead to the same lvl of difficulty level but you don’t want people to feel railroaded. So in a game like DA where you have less paths than Zelda has dungeons you could simply give a description of each path so the PC can manage risk/tactics/reward. It cant just be risk or it will end up being a linear path in the order of difficulty.
Third is to make low level encounters knowledgeable to what they are up against. Have them flee, avoid, bribe, or use great numbers in an ambush. It beats removing them from the game.
Fourth is to do the same for high level encounters. High level creatures should always be relatively rare especially away from their habitat. Intelligent high level creatures are usually more passive with what they don’t perceive as a threat. An Evil Dragon, Vampire, or Beholder isn’t going to go out of their way to attack a group of travelers.
Fifth is the use of skills to avoid combat. Less intelligent encounters or the occasional blood thirsty individual/s will attack on sight. Storm of Zehir did a good job with this. There were lots of skills to help you avoid unwanted combat.
Sixth is to cheat… kinda. If a boss knows your PC is coming instead of hiring unrealistic waves of filler how about if they hire merc types that are geared to stop you. So if you are low level and they haven’t even heard of you then they wouldn’t hire anyone. If you are mid level maybe they higher 2 mercs etc etc That’s just one example. They could also employ better arms. Basically they tighten security. Arcanum which was an open ended game if you ever saw one and had zero scaling did something like this with the assassins it sent after you.
I would add seven being a meaure to prevent grinding but Bioware isnt know for random encounters.
Modifié par Dorian the Monk of Sune, 18 décembre 2010 - 01:21 .