Satyricon331 wrote...
If item descriptions are "incoherent" as you say, then there is a very low standard for incoherence.
Not really. Items don't come with tag descriptions.
It's perfectly coneivable that Thedas' merchants include such documents with many items they sell
It's also conceivable that magic items telephatically transmit that information to the owner's mind, but that doesn't make it more coherent.
And even if that were true, my point is that these descriptions should be something we get in game, like with the Blade of Mercy, not a blotch of text padded on.
- and I for one think it'd be very tedious to have the game "show" you all the item descriptions, and similarly for all the information in the codex. You're free to prefer otherwise, of course, but you're overstating it when you say it's incoherent or doesn't make sense. I'd agree there's often some gameplay-story segregation, as when you get the description when you loot the item rather than when you bring the looted item to a lore authority, but that segregation is incredibly minor compared to story-gameplay segregation that went on in, say, DA2.
DA2's other failings aren't relevant, though.
As for the main topic, I'd prefer them to include a tutorial if they're really that worried about accessibility. Many successful, complex games have them (see Civ), and DA2's beginning, which was close to a forced tutorial, wasn't remotely enjoyable for me.
The thing with a tutorial is that it always deals with learning through blocks of text. That's useless. And it's always about how to play the game, not how to deal with leveling or abilities. That's what an RPG needs. An interactive way to learn how to do RPG things, like manage inventory, loot, resistances, etc.
Yrkoon wrote...
I'm somewhat taken back that there's actually people here arguing against item descriptions. Especially when it comes to magic items. Even aside from the fact that item descriptions *alone* solve the problem of a game boring you to tears with souless, generic, mass produced loot (oh look, I just found my 30th Ornate ring!), They also add flavor and lore to any RPG.
They absolutely don't (solve the problem of boring loot, that is). If it's "The Magic Staff Of Bones" that's "Made from thousands of bones of tortured chidlren" or "Ornate Lyrium Staff" it's the same thing - a disconnected box of stats that you've either looted off a corpse with no connection to what you're doing or something you've bought from a merchant.
What adds to the flavour and lore are things that are actually in the game - a great example being, again, the Blade of Mercy. That tells us about Tevinter, it leads to a conversation with a party NPC, and we even have a choice about what to do with the item that's influenced by previous in-game decisions (F/R).
DA2 doesn't hit a lot of home runs, but that was a brilliant way to handle items, lore and descriptions. Everything should be like that.
When you find that sword that an ancient Hero wielded in that very same part of the world you're in, to vanquish an ancient evil that turned that very area into a ruin... that Ties your character to the game world.
I think it does the opposite. It separates your character from the world because you've picked an irrelevant piece of loot that's disconnected from everything you do.
You become the next in an historic, and sometimes documented timeline of people who have wielded that weapon. You can look back later and say: Aha, I found this sword in That dungeon. it matters.
Or you can look at it and say: I stole this thing from a corpse in a tomb, and for some perfectly incoherent reason it had a "Here's my history!" tag stuck to it. It makes the world contrived (how does this information even get to the player?) .
And Item descriptions are what you remember about an RPG 10 years later, when you've forgotten everything else about the game. Someone mentioned Carsomyr. That's a good example. Another one is Pale Justice from Icewind Dale.
I honestly find it a little weird that people remember item descriptions. In terms of things I remember from an RPG, item descriptions are somewhere below "colour of pillars in the dungeon" and above "number of blades of grass in total".