Sylvius the Mad wrote...
There are no contradictions. You perceive contraditions because you've drawn unfounded conclusions about how the mechanics work, and then see the mechanics not work that way.Theagg wrote...
There is no end to the level at which character vs player actions could be weighted like this but the real problem still remains, the onscreen graphical representation of the game is that of one in which you as the player can move characters around the world in 3D, in real time in a manner in which you choose.
And then when you suddenly find you cannot react to 'real time' events in a way that seems feasible (ie Ogre visibly picking up boulder and readying a hurl) the problem and contradictions arise.
It is a failure of reasoning, not of game design. And the failure is yours.
No it isn't my failing, but thanks for the patronising flash of ego there on your behalf. Apparently you had failed to understand my points or understand exactly what I mean by 'contradictions'
Which are, the illusion of being able to move and react in real time to unfolding events and actions that the game gives, both in Origins and DA2, and the fact that the hit is already 'scored' before the animation movement begins in Origins (re Boulder hurl or arrow strike) That's the contradiction presented to the player. The 'realistic' animation vs the unrealistic 'effect before cause' temporal mismatch of that animation
(ie, in plain language, the Ogre has already hit you before he hurls the boulder)
Do try to keep up:)





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