Satyricon331 wrote...
Yet you're making a big deal over this relatively tiny gameplay-story segregation, which does create an icongruity given their existence. (I'll also note your reply here is not responsive to the point of the passage you quoted, for which DA2 served as an incidental illustration. I'm not sure I see the need for evasiveness.)
I'm not making a big deal about it. All I said was that I can think of a very good reason for it to be cut. And then I had 3 (or was it 4) people act either shocked I would support this, or tell me how integral it is to an RPG.
As for the post itself - you were talking about your preferences: that you think it's all very tedious. There's no response to make to that, other than to say I respect your taste.
I have yet to see an RPG tutorial that doesn't. And the issue isn't that it couldn't encompass it - it's that reading about how to do it doesn't teach you about what to do in-game.I don't know why you think tutorials always have blocks of text, but even if they did, I don't see why you'd assume they couldn't encompass inventory management, ability selection, etc.
The point isn't to teach someone just what leveling up is (though you'd need to) but to also teach them how it works in that game. What are some ideal stat distributions for a mage? How does the mage build work?
This is all great for us to figure out on our own as RPG veterans... but it takes a lot of motivation to do it, and for people who are just starting with the genre, this is an introduction that could more easily draw them in.




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