I honestly think the problem here is the restrictive game/level design and amount of forced combat in BioWare games. I mean, if you had a variety of means to avoid and bypass combat (stealth, use of terrain, disguises, magic, diplomacy, intimidation, etc etc), then you wouldn't need a "skip combat" or "skip game" button, you could simply build a character with the right skillset and ignore it altogether.
Another group of bandits in Lowtown got you down? Pay a pickpocket to distract them (ala Assassin's Creed) or better yet, get a party member to stealth in, steal their wallets and run off to a different area (leading the bandits away and leaving you 1 member down). What if you know the right alleyways to take, then do it and get past them. Or what if your whole party is Rogues? That's easy. You can just all sneak by them.
Know where the enemy is coming from? Got a Ranger character? Use traps and just walk past them, blowing kisses at their chumpy faces. You could also lure them in this way,.
Outfit your party with the right disguises and walk right past them (after an ambient skill check on Cunning), or talk them down using a variety of options such as diplomacy and intimidation (you can have a single conversation for each humanoid/reasonable enemy "type" then just re-use them or randomise it a bit with 2-3 conversations).
And so forth.
Combined with Mass Effect 2's XP system (for mission progress, not XP per kill)
and checkpoints for certain achievements (killed x enemies, trapped x enemies, stole from x enemies, etc) which give you bonus XP and perks, I personally feel like it would be a very good system.
It would require a much better tutorial section than what was offered in Dragon Age 2 though and it would simply require fewer enemies, period. Much fewer, more powerful and more varied enemies.
Granted, these are pie in the sky aspirations (though many games already incorporate many if not most of these elements) but I feel like this desire for a "skip combat" button comes from a feeling of repetitive, restrictive and ultimately, poor gameplay. Simply put, if it was fun to play, you'd play it.
So, I feel like BioWare should simply work to improve the gameplay rather than excuse it.
I'm just afraid that giving this notion legitimacy would also legitimise the use of narrow corridor, stacked combat system that all BioWare games somewhat suffer from, but what Dragon Age 2 and to a lesser extent, Mass Effect 2, displays.
NPC Cutscene -> one way killing field -> NPC Cutscene -> one way killing field. That would make it much easier to design a "skip combat" function without breaking the game. Which would make more open ended gameplay impossible.
After all, how would you design a skip combat function if you had a quest to steal a relic from a 2 level mansion, with 3 different entrances and the ability to talk, fight, sneak or disguise your way inside, then get through the first level by using skills to go through hidden pathways, sneak past guards, fight the guards, use magic/diplomacy/intimidation/bribery on them, poison their drinks/food, use traps to keep them in place or by simply navigating the level well? Do you port to the next level? What if there was stuff you wanted to do? Enemies all die? But what if you wanted to get past them through intimidation? or Stealth? Not to mention the imbalancing of pacing.
Not like that's going to happen in a Dragon Age game anytime soon, or ever. But the notion of a skip combat function pretty much makes that sort of gameplay impossible, not just unlikely. Unless we get to a "skip section" function altogether. Which I admit would be logically more consistent and feasible but with cheat codes, trainers and the like are enough imo.
As for Mrs. Hepler having that opinion, I don't mind her having it, I don't see why it's "disturbing" or whatever for her to have it. I just happen to disagree with it is all.
Modifié par mrcrusty, 29 septembre 2011 - 01:40 .