mrcrusty wrote...
I think that the 3 styles isn't a bad idea and I agree that this should be expanded.
AP informational.
Just like the influence system, Obsidian creates the innovation, and Bioware gets the credit.
Yes, the problem is only that in AP it felt that it mattered more, certainly they also rewarded you with the same sort of rivalry/friendship system as DA2 does (almost exactly the same) - but your choices had much more consequences in AP than in DA2, sometimes it felt a bit too restrictive in AP but in general it was better done, and it was easier going back and forth between the three.
mrcrusty wrote...
But yes, it forces you to play in character, and to use a Laidlaw quote, it rewards you for being consistent.
What would be nicer is if these tones correlated to different ways to complete quests. While this is an obvious point, Dragon Age 2 rarely provides choices in choosing how to complete quests.
I think that using certain dominant tones should either open up, or close down, certain ways to complete quests. For example, if you have a character who is constantly aggressive, why would he be able to talk his way out of problems?
Similarly, if you have a "witty" or casual character, you should be able to talk enemies and prevent combat from happening.
Having a professional, or diplomatic character for example, would work really well with merchants and authority figures. So quests involving those types of NPCs should yield better rewards.
Yeah. Depth is the key.
Agreed, and yes they did this from time to time, but at most it was that by having a certain personality ingrained, as in the most commonly used, you would get the 4th option that would give you an alternative solution - never, or at least very rarely would people react differently from the normal three. For example some should get insulted by the jovial humour that they might attack, and some so respectful and frightened of the angry that they won't and so on, just by using the normal three.
mrcrusty wrote...
randName wrote...
I'd also prefer less of a tasklist when doing missions, and never when it comes to talking with companions, as I want some sort of exploration left.
I'm not sure what you mean here, can you elaborate?
I prefer some investigation when doing quests, a subtle hint to go somewhere and do something, not a journal that points everything out, nor a map that tracks everything - they could add an optional hint system for those geographically challenged, but it feels like an insult that I can't even be trusted to talk to people and try to find the solution myself. This is especially prominent when I'm being told when to talk to my companions.
And the Journal is the task-list.
mrcrusty wrote...
randName wrote...
A more open world, at least not one closed off by constant circular narrow path and reused levels ad naseum.
The re-used assets is an obvious one, but I honestly don't think that better exploration is in the cards. Bioware games have always been weak at exploration. While it would be nice and appreciated, I'm not sure how well it would turn out.
Yes, but they don't have to give you narrow paths all the time, open fields works rather well since you will go to what ever stands out - I'm not asking for vast expanses, just that maybe maybe you don't need to always walk through trenches.
mrcrusty wrote...
randName wrote...
A personal story, and skip the need for GoW and DMC bosses, nor do I want daemons and magic to drive the evil of the world, but people - Merridith would have been a much better character if she wasn't tipped over by an idol, but by her own volition.
The personal story depends on the execution. Mixed on the bosses. From a gameplay perspective, it added some interesting things. From a narrative perspective, it feels a little cheap.
But I don't think those types of bosses are a bad thing if it's done well.
Played Fallout 2? I like the end there as you can go and talk to the president of the enclave and that's your end game from a personal perspective - you can solve your issues there, either by killing him or through diplomacy.
After you get climax fight, and it's not the fight that are to resolve the story.
Or for me I felt that DA:O did this better as the more personal story was resolved and the landsmeet, while the rather droll monster story was kept aside and only used in its right way as to give the game an oppressive coming doom and then only after the personal more humane story of Loghain was resolved did we have to tie up the bag with a last big fight.
mrcrusty wrote...
randName wrote...
More options to circumvent combat, as in being able to talk to people and have them back off, or killing tons of bandits only makes the game worse, and it doesn't give anything to the game.
Hell yes.
Fallout has a good general theme for this. Or at least people have adapted it to Fallout because it offered so many options.
Action Boy, Stealth Boy, Charisma Boy and Science Boy. That is, to solve quests and problems via combat, stealth, diplomacy or knowledge.
Agreed.
Modifié par randName, 25 avril 2011 - 12:28 .





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