moilami wrote...
I find this strange that you criticise repetative combat so much since on abstract level combat in RPGs is just "kill & loot" pressing keys in keyboard in every game.
If you're going to be reduce every game to its core like that, then everything is repetitive. A strategy game is just "build and move units", a puzzle game is just "move the pieces" a game with shooting elements is just "shoot stuff"... you get the idea.
But we have to see things on a broader scale. Any of these games has the potential to be varied, if it uses a variety of gameplay elements and makes you use them with a variety of different obstacles.
DA:O could have been a lot less repetitve if it forced (or at the very least encouraged) the player try different things depending on the situation. Maybe give different strenghts and weaknesses that would force you to adapt, rely more on certain abilities that would normally go underused or something like that.
But no, pretty much every mob you face, be it elves, dwarves or darkspawn all die the same. And that's what makes the combat a chore to play through.
moilami wrote...
Interesting difference came in Fallout where companions were not controllable by player and you had to actually support them instead of them supporting you.
And pray that Katja wouldn't blow Ian to pieces because she decided that using a burst fire of her SMG to kill a goddamned rat while Ian was in her line of fire was a good idea.
Seriously, I screamed like a maniac at the computer when that happened. Again, another of those "you just had to know it was going to happen" moments that forced me to reload a game that I'd saved about half an hour before.
moilami wrote...
The dryad thing worked in first time. It gave very good WTF! I can actually die here, as it should be.
A WTF moment doesn't automatically mean it's a good idea. It depends on the kind of WTF.
And again, you don't need to resort to that kind of cheap shots to make a player feel like they can die. Just provide a challenge. My favorite kind of enemies are those that beat the crap out of me over and over but when I die I think "I lost because I wasn't good enough/didn't think things through. But I know I can beat this guy, I just need to keep my focus and I can do this. Come on, let's try this again!"
Which is a lot better than those "yeah, you can only kill me if you cheat like a %&@#)€, that's great" kind of enemies.
moilami wrote...
These mainstream RPGs are just lame hero power play beyond words. Gimp noob rises to power to strip power away from something very powerful and none can stop him. Very interesting...not.
I'll agree with you on one thing here: I'm sick of saving the world/kindom/universe/whatever in games. Can't we just get a good game where your goals are merely personal (besides "they killed his family and now he's out for revenge... while saving the world in the process")? Wouldn't that make things a lot more meaningful and interessting.
moilami wrote...
Thanks of the game suggestion but I don't like puzzle games.
Hemm... Amnesia isn't a puzzle game, it's a first-person survival horror.





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