AmstradHero wrote...
No offense taken. I just wanted to clarify because I've had discussions before where people used terms like "strategic" and "tactical" and weren't able to clearly define what they meant by them. I just wanted to make sure we were working from the same page here.
Oh, I completely understand the point. You know, I'm not a supporter of DA2 (mostly because of the execution and not because of the general design plan wich I liked before release). But at the beginning there were many biased criticism about the game not being as strategical as DA:O, when DA:O requires no strategy at all. It was impossible to explain the fallacy of such criticism because for many players strategy and tactics are the same

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FedericoV wrote...
I agree with most of you what said regarding MMOs "stonewall" bosses and being forced to find specific strategies, but my the same token, repetition is present in BG fights as well and falls into specific patterns of stripping buffs as enemy mages cast them while fighters mop up. I have to disagree in that I'm not sure I find Firkraag a particular strategic fight.
Well, it's strategic because you have to understand when you are strong enough to fight him effectively. You have to build up your band effectively and learn to use most of your powers. And what I loved most about the fight is that when the buff/debuff sequence is over (and it's not that easy, Firky is smart and can recast all his protections) you could challenge him in many different ways. My favourite strategy is to attack him with Insect Plague, it makes the whole fight a cakewalk since as far I can remember there is no saving throw for it. Once I've reduced his saving throw with some stupid cleric spell and then I turned him in to a squirrel with polymorph. Freedom, variety and reward for your insight about the rule system: modern games have completely lost that element sadly.
That's the good thing about BG: there was some strategy that could allways work for "actiony" gamers, but if you care to read the manual and the spells description you could allways find creative ways to make your life easier in certain situation. And that's a the good element of the vancian system (with all his known cons).
But honestly, what I loved most about the fight was Carsomyr +5: the best sword in the game and you would not need another sword since there was no level scaling

.
This is why I get annoyed in particular about claims that we need weapon breakage/repair or food systems, because these weren't present in the BG series, and a lot of people declare it to be the best CRPG ever. I also think people are wearing rose tinted glasses as well (just like with people who still declare Deus Ex to be the best game ever), but it's hard to get people to recognise their own bias.
I don't think that we need the return of those elements too. The IE/BG series allready discarded them for good reasons. But I think that you could find some ways (maybe linked to difficulty levels) to improve the strategic depth of the DA franchise. Potion addiction/diminishing return was a good idea. You could work on the inner workings of stamina and mana regeneration (linking them to the level of danger of the area you are in: slower in dungeouns, quicker in cities and safe zone) and put back in to the game buff/debuff/protection options (thus making more feasible the return of friendly fire and having more tactical options), you could use CCC even as protective options and so on. There are so many options.
I know, it's very difficult to find that sweet spot between depth and accessibility, it's difficult to make a game that is easy to learn and difficult to master, even because modern gamers are different from my generation and do not like to spend hours reading to learn how you have to play a game. They want to play it as soon as they get it and learn while playing. And that's not bad in itself. My only real gripe is that sometime I feel like Bioware is not even trying anymore for that sweet spot. I could accept an honest failure. I find harder to accept "surrender" to current trends even because trends are there to be contested from time to time.
FedericoV wrote...
I think the popularity of games and the ease of finding information about them is partially to blame. Any exploits to defeat a boss are going to be quickly publicised thanks to the internet (e.g. taking down Firkraag with a whole bunch of traps), and designers want to prevent these kinds of shortcuts to ensure "epic challenging fights" which ends up in a mandated strategy in order to succeed rather than a fight that can be won in a number of different ways. That said, designing a good boss fight isn't easy, because it's like designing a logic puzzle that can solved in different ways.
I know, it's really hard. I was a DM for a long time and in my little experience I know that is difficult to design a good boss battle and that for any success there are countless failures. But I'm still convineced that removing mechanical freedom is not the solution to the problem and that devs should not care about exploits being made public in the net. If someone does like to play games following a guide, that's their problem. Games should not be builded with that thought in mind.
In short, I agree that BG2 did an excellent job of managing combat complexity, and that no doubt contributes to the series being voted the best by game devs. I do, however, vehemently disagree with the commonly voiced opinion that modern RPGs are inherently less complex than all older RPGs.
They are not inherently less complex. But many times they give the impression that they do their best to look dumb on the surface, even if the inner workings are maybe even more complex than older games. Don't know if I'm making any sense.
Btw, Deus Ex is a great game

. Not the best of all time, and it has aged really badly, but it was damn good.
Modifié par FedericoV, 02 décembre 2011 - 11:13 .