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How do you create a sense of urgency? And is that wanted?


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#26
Tigress M

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Beerfish wrote...

I really felt a sense of urgency a couple of times in the game. The FrakenLeandra quest, when the Qunari attacked. A little bit during the bone pit attacks.


That's great that you felt that way!  I didn't experience that, but I think it's because I've played Origins so many times that I know there would be glaring neon lights if I was supposed to do something "now".  And I guess that's what I'm trying to figure out... if there's a way to return that sense of urgency to us more "jaded" players.  

#27
Tigress M

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ReallyRue wrote...

That's one thing I really liked about ME2. There comes a point where you have to launch the suicide mission, or there will be consequences, so you feel a sense of urgency.


I've only played ME2 once, several months ago.  Can you elaborate on this a bit for me because I don't remember feeling that in my playthrough.  In fact, explored every planet before I began the last mission and was actually a little disappointed when I realized the game wouldn't end and I could finish exploring at my leisure (if I'd known that going it I wouldn't have waited so long LOL).  

#28
Lithuasil

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Tigress M wrote...

Lithuasil wrote...

A sense of Urgency would have (imho) massively improved the first act, and would have been relatively easy to implement, if there was a system to prohibit using magic too openly (like the masquerade in VbTm). After a certain time, even if bethany / mage hawke do not cast openly, the counter goes up, leading first to Varric telling you he had to bribe someone off, then a smaller templar attack, then a bigger templar attack where you have to bribe/kill witnesses - and eventually being dragged into the gallows, whether that would be a game over, or just the loss of a companion / alteration of the rest of the game. 

But then, I also advocate doing away with the pausable combat, so there's that.


I agree that it would have been fun to have to be careful with using magic (just as I thought it would have been good to be cautious with Morrigan in Origins) but I'm not sure that's feasible for a game that allows different classes becuase it would make playing a mage much more difficult than playing a warrior or a rogue.  


It'd be easy enough to balance out. There's no universal law that says that in a pure singleplayer experience, the classes have to fall victim to mmo-samyness. Why not force mages to be careful,  but allow them to hit things with weapons like anyone else (and leaving to balance for the player how much of a fighter you want to be, at the expense of spells), and make magic as powerful as it is canonically, maybe even make magic the only way to defeat foes that are out of the publics sight, and well beyond the reach of common weaponry (like the high dragon).
The moment we'd collectively get over ourselfs, and abandon the whole statbased tactical combat business, the possibilities are endless ;)

#29
Arppis

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As long as these mages with "realistic" spell damage get killed in one hit. I'm game.