[quote]henesua wrote...
So that is my concern. What percentage of potential players will be turned off by a module that relies on AID?
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Well it was used in a module but from the look of the comments, the AID system provided more headaches for players than it did enjoyment. Perhaps such a system would better be used in a full mystery type of module, where the AID was more of a tag-based script off of particular items that could share information - if you had said items - rather than a requirement?
From reading the comments, it seems there was no other way of completing certain quests without using AID. Two options could have been made available to the player - the normal way and the AID way - and if using the latter, perhaps extra experience could be awarded for finding more information about the quest than would otherwise be available.
An example -
You find a puddle of blood by the fireplace and your journal updates to tell you someone obviously was killed here as Bob mentioned when you met him. The quest advances as normal. If the player uses AID in the home, perhaps they learn of blood drips on the bedroom floor or in the hallway on the wall - added experience for investigating further. By no means does this change the line of the plot of someone being killed but by using AID, adds more touches to the murder and its investigation. The tool is there for the player to use - IF they choose to take the time to do it BUT it is not a requirement to complete the quest.
Some of the AID quotes from the player's who voted (only those quotes related to the system).
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Average storyline of going 3 different places to collect things, but like some others have commented, the AID system was a turnoff. Very time consuming.
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I thought AID was interesting, but kind of a pain to use even with hot keys.
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the aid system can be axed for descriptions of placeables
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AID: What's the point? Graphic environments of videogames were created for the purpose of *not* typing things like "pick up the mithral acid-coated gauntlet of DOOM". Good example is Xora's tower, where portraits could've just been made to be selectable and having descriptions...
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Weaknesses: at times the AID system seemed insufficiently integrated into the quests. In the murder investigation early on, which should really have been the high point of the AID system use, ended up being quite frustrating, because the PC's observations from AID were not always incorporated back into the conversations/questionings. For instance, when talking to the woman who my character has observed has a spellbook upstairs, my character can't bring this inconsistency up in conversation. I think this side quest had a lot going for it, and I am sucker for mysteries, but here the AID system just added frustration and inconsistency.
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AID was annoying at first but fine once I got the hang of it.
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The AID system should be in every module.
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Great Module, great story, AID system did not slow down the game for me.
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Awesome. I'd never seen the AID plugin before, and I love it. It makes for much better puzzles--players can't simply get around by clicking on things until they figure it out, you actually have to stop and read things.
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AID is good, once you get accustimed and are a good typist;
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AID didn't bother me at all and was sorta fun in a way.
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The AID system is a really good, very original idea but in the module it felt like a bit of a hassle to type all those orders instead of clicking.
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This had a lot of potential, but the reality is ridiculous. The AID system should never have been used. I played text-only games 25 years ago. What century is it again?
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I think the AID is very interesting, but I too became frustrated with the Mill Quest.
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Excellent mod, but I did mark it down for the AID system, which I found to be tedious and actually delayed information gathering.
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FP!
Modifié par Fester Pot, 28 décembre 2011 - 12:26 .