Kileyan wrote...
I know people hate the excuse that it is a fantasy world with magic to defend crazy melee moves and such.
But in a game that does include mages and magic, which can lay waste to enemies with storms of electric, ice and fire, what do you do with their more "realistic" melee counterparts? People want the moves to be toned down, no rains of arrows or flashy melee swings that hit 5 guys at once.
How does a game designer approach this, without just making it The Mage Ages, since mages are free to do anything outlandish, but everyone else must follow real world physics and some sort of realism?
Has it really been that long that people have forgotten? The game developers certainly have forgotten, but they probably like to think they have progressed into making games more fun. (Which is true for the most part, but they also don't challenge a player anymore like a player wants to be challenged.)
The answer: amount of magic available.
Origins and I'm guessing DA2 don't pose any kind of limitations to spellcasting. Mana regenerates as fast as stamina for the 'mundane' classes. That's where it goes wrong. As a side effect, even the most powerful spells eventually become really dull because you use them in every fight. There should be some kind of limitation to how much magic you can use, or it should come at a cost. Magic should be fun, awesome and powerful but there should be far less of it.
When you have mages who are most of the time less useful than warriors but who can sometimes peak to launch that one battle changing spell you gain several benefits. First, class dynamics are better and party composition matters more, you have more choice. A player who chooses to have a mage in his party should be challenged to manage his resources.
All classes in DA2 are steady performers who spam talents and spells all day which creates the following problem: for balance reasons, magic must be boringly weak or mundane classes must have crazy abilities to compete. DA2 has gone the "everything is crazy powerful" route, which can be really boring - it doesn't challenge the players as much and it gets old really fast seeing the flashy stuff
all the time. It can be argued that dragging along a mage who just avoids getting killed for 75% of the time is boring but I strongly disagree. Sheltering a mage to unleash something awesome at some point is fun. And the classes actually play differently. A mage who has a ranged magic auto attack plays like an archer which is boring. If there are 4 people in the group, not everyone needs to spam stuff all the time. And there can be a hybrid warrior/mage class for those who don't like their PCs doing nothing.
I guess there is some truth in here since the silly talents like Tremor and Hail of Arrows could be a result of the design choice of not limiting mages' powers and wanting to keep the other classes competitive. Which contributes to the cartoony combat with superpowers.
Modifié par 1varangian, 10 février 2011 - 04:40 .