Aller au contenu

Photo

DA Devs Say They're Learning From Skyrim, but What About The Witcher 2?


623 réponses à ce sujet

#376
Il Divo

Il Divo
  • Members
  • 9 775 messages

casadechrisso wrote...

That Obsidian showed how much Beth games can be improved with a little more care for the writing was what really made it stand out.


Agreed. First meeting Caesar? Absolutely priceless.

Modifié par Il Divo, 13 janvier 2012 - 07:31 .


#377
Addai

Addai
  • Members
  • 25 850 messages

Il Divo wrote...
That's the problem. Can be. People have thrown out the possibility that the reason the Dragonborn is chosen is due to being in command of a unique ability. This ignores that 1) you do not need to be identified as Dragonborn to complete the questline and 2) that this reason is not supplied by any of the characters. Instead we are forced to imagine why this might be the case, according to some criteria which is not presented. And as I said before, we shouldn't be guessing the npc's motivations, when it apparently contradicts the nature of the Arch-Mage position.

Is that so hard?  I understand the point you're making, but this just doesn't seem like a good example to me.  The college quest line is most naturally set up and most rewarding if played as a mage character.  They just decided not to limit it to a mage, just as they leave open the crafting skills to any "class."  This gives a wide open field of character builds.  If you want to play a magnificent bastard who is out to get power, then you should be able to fenagle your way in to an archmage appointment if you want to.  The game rewards natural, logical roleplay, while keeping possibilities open for off the wall type characters.  That is the best kind of game IMO.  And Skyrim does it so beautifully.

#378
Gotholhorakh

Gotholhorakh
  • Members
  • 1 480 messages

google_calasade wrote...

Il Divo wrote...

...If your counter for why the character can so easily join (and master) the College of Winterhold is "don't break role-playing", then the game has screwed up in its efforts to simulate a coherent game world. A DM will never let you break the setting. The game world shouldn't either. The onus should not be on the player to ensure setting consistency, or to imagine explanations for the game's narrative. The game is aware of this in preventing the player from joining both the Stormcloaks and Imperials, in its crime system, etc. It should be aware of this with the College of Winterhold as well. Role-playing is fundamentally built on how the game restricts you, much like with the boulder.


That was an exemplary explanation (perhaps the best I've seen in these forums) of what role-playing is built around and how it works.


Agreed.

Like many other things in TES, the ability to become the leader of a guild before you're really fit to work sweeping their floors carries the impression of something originally conceived (some time ago now) as a 300-hour task, brought in to be attainable on a fairly casual basis. This is the way the skills and stats work, too - Bethesda slightly neglect specific "career paths", demands of advancement and consequences of your actions in order to let you have everything all at once if you want it.

This cake-and-eat-it philosophy is a recurring theme in the TES games and routinely its (what we're calling) simishness is broken in a way that caters to our impatient side.

My wild guess would be that they think:
a) it makes the world seem more full of things to do more of the time (which I think it probably does), and that
B) nobody should have to grind in a single player game (which you basically don't),
but it does come at the cost of some pretty hefty suspension of disbelief.

To bugger up your analogy slightly, and then beg forgiveness, I think the TES GM kind of tends to say "ah screw it, you're here to have fun anyway, who am I to spoil it. You try to lift the boulder, and discover it's made of polystyrene. Underneath it is an enormous pile of lollipops and gold".

Modifié par Gotholhorakh, 13 janvier 2012 - 07:51 .


#379
DreamwareStudio

DreamwareStudio
  • Members
  • 779 messages

JohnEpler wrote...

My concern with that particular version of it was that, after a certain point, water and food became so easy to find that it just became an annoyance. But yes, it was one of the few places it's been used and I thought it added a lot to the game early on.


I think is actually a good, general example regarding some of what we're talking about.  If something becomes too easy, it's an annoyance.  If there's a challenge in it, however, the annoyance ceases and becomes an obstacle to overcome.  That won't work for all things, of course, but I think it's a valid point developers need to keep in mind.

#380
DreamwareStudio

DreamwareStudio
  • Members
  • 779 messages

Gotholhorakh wrote...

google_calasade wrote...

Il Divo wrote...

...If your counter for why the character can so easily join (and master) the College of Winterhold is "don't break role-playing", then the game has screwed up in its efforts to simulate a coherent game world. A DM will never let you break the setting. The game world shouldn't either. The onus should not be on the player to ensure setting consistency, or to imagine explanations for the game's narrative. The game is aware of this in preventing the player from joining both the Stormcloaks and Imperials, in its crime system, etc. It should be aware of this with the College of Winterhold as well. Role-playing is fundamentally built on how the game restricts you, much like with the boulder.


That was an exemplary explanation (perhaps the best I've seen in these forums) of what role-playing is built around and how it works.


Agreed.

Like many other things in TES, the ability to become the leader of a guild before you're really fit to work sweeping their floors carries the impression of something originally conceived (some time ago now) as a 300-hour task, brought in to be attainable on a fairly casual basis. This is the way the skills and stats work, too - Bethesda slightly neglect specific "career paths", demands of advancement and consequences of your actions in order to let you have everything all at once if you want it.

This cake-and-eat-it philosophy is a recurring theme in the TES games and routinely its (what we're calling) simishness is broken in a way that caters to our impatient side.

My wild guess would be that they think:
a) it makes the world seem more full of things to do more of the time (which I think it probably does), and that
B) nobody should have to grind in a single player game (which you basically don't),
but it does come at the cost of some pretty hefty suspension of disbelief.

To bugger up your analogy slightly, and then beg forgiveness, I think the TES GM kind of tends to say "ah screw it, you're here to have fun anyway, who am I to spoil it. You try to lift the boulder, and discover it's made of polystyrene. Underneath it is an enormous pile of lollipops and gold".


And because you were not forced to work for it, those lollipops do not taste as sweet and the gold does not shine as it should.  Enough of that and you end up with a game that is not rewarding.  When there is no reward of accomplishment, there is no real encouragement to play or recommend the game to others.

FYI, II Devo was originally talking about DA 2 as well, and pointed out role-playing errors made by both Skyrim and DA 2.  I state this because I wanted people to know Skyrim was not getting targeted nor was DA 2 specifically but that the conversation was about RPG in general and those games used as examples.

Modifié par google_calasade, 13 janvier 2012 - 08:01 .


#381
John Epler

John Epler
  • BioWare Employees
  • 3 390 messages

google_calasade wrote...

JohnEpler wrote...

My concern with that particular version of it was that, after a certain point, water and food became so easy to find that it just became an annoyance. But yes, it was one of the few places it's been used and I thought it added a lot to the game early on.


I think is actually a good, general example regarding some of what we're talking about.  If something becomes too easy, it's an annoyance.  If there's a challenge in it, however, the annoyance ceases and becomes an obstacle to overcome.  That won't work for all things, of course, but I think it's a valid point developers need to keep in mind.


Yes, exactly. If something is an interesting and it's, as you say, an obstacle to overcome - that's something worthwhile. You still have to consider how it fits into your overall design philosophy, of course, but the sense of defeating a challenge is part of what makes games interesting and worthwhile as a leisure activity.

If you're not planning on making something difficult, but instead leaving it at the level of an irritant - it's probably best to avoid it altogether. It might just be a minor annoyance, but enough minor annoyances can severely impact one's gaming experience. Weight systems offer a perfect example of this. In STALKER (take a drink), they put enough work into the weight system (giving bullets, food, bandages and medkits weight) that it became a part of the game. Your carrying capacity was low enough that you had to put thought into what you took on each of your excursions, and the idea of a 'home base' where you kept your extra equipment added something tangible to the experience.

Other games with weight limits, however, where you don't really need to focus all that much on what you're carrying except when you're leaving an area to sell all the neat stuff you acquired feel like the weight limit is more of an annoyance than anything. Which is, I think, a good example of the difference between taking a feature and weaving it into the experience, as opposed to adding a feature that doesn't really mesh all that well with the rest of the game.

#382
Guest_Puddi III_*

Guest_Puddi III_*
  • Guests
I will say that if the spirit meter got promoted from minor annoyance to a genuine obstacle in Mask of the Betrayer, I would not see that as an improvement. Being able to minimize it is the only thing that made it tolerable.

#383
Gunderic

Gunderic
  • Members
  • 717 messages

Ringo12 wrote...

KnightofPhoenix wrote...

In the meantime, I'll just go enjoy my "sexist rpg" because of my deeply in-rooted secret misogyny (please do come up with something new, this is getting boringly silly).


Are the DA2 fanatics still saying Witcher 2 is sexist? It's like games aren't allowed to show a realistic world yet a book, movie or tv show is fine. 

Another thing I hope Bioware looks at are Deus Ex persuasion system. Really great and since DA2 doesn't even have a coercion skill it would definitely add a lot.


Depends on what that means. The cultures in the game do tend to be sexist, racist and living in the dark ages, but to think that the Witcher might have an agenda against women or something is laughable.

#384
John Epler

John Epler
  • BioWare Employees
  • 3 390 messages

Filament wrote...

I will say that if the spirit meter got promoted from minor annoyance to a genuine obstacle in Mask of the Betrayer, I would not see that as an improvement. Being able to minimize it is the only thing that made it tolerable.


Well, it's not a perfect formula. I think the how of getting around the obstacle is extremely important as well. If all you're doing is magnifying the irritation of an obstacle, then I don't think that's a good end goal.

#385
DreamwareStudio

DreamwareStudio
  • Members
  • 779 messages

JohnEpler wrote...

google_calasade wrote...

I think is actually a good, general example regarding some of what we're talking about.  If something becomes too easy, it's an annoyance.  If there's a challenge in it, however, the annoyance ceases and becomes an obstacle to overcome.  That won't work for all things, of course, but I think it's a valid point developers need to keep in mind.


Yes, exactly. If something is an interesting and it's, as you say, an obstacle to overcome - that's something worthwhile. You still have to consider how it fits into your overall design philosophy, of course, but the sense of defeating a challenge is part of what makes games interesting and worthwhile as a leisure activity.

If you're not planning on making something difficult, but instead leaving it at the level of an irritant - it's probably best to avoid it altogether. It might just be a minor annoyance, but enough minor annoyances can severely impact one's gaming experience. Weight systems offer a perfect example of this. In STALKER (take a drink), they put enough work into the weight system (giving bullets, food, bandages and medkits weight) that it became a part of the game. Your carrying capacity was low enough that you had to put thought into what you took on each of your excursions, and the idea of a 'home base' where you kept your extra equipment added something tangible to the experience.

Other games with weight limits, however, where you don't really need to focus all that much on what you're carrying except when you're leaving an area to sell all the neat stuff you acquired feel like the weight limit is more of an annoyance than anything. Which is, I think, a good example of the difference between taking a feature and weaving it into the experience, as opposed to adding a feature that doesn't really mesh all that well with the rest of the game.


THAT -- the weight limits -- hits the proverbial nail right on its head, and it's a good example because weight limits are so often misused.  I can think of several games where this is the case and those limits don't serve as an experience or challenge but as a really abrasive nuisance.

#386
Skypezee

Skypezee
  • Members
  • 975 messages

Il Divo wrote...

casadechrisso wrote...

That Obsidian showed how much Beth games can be improved with a little more care for the writing was what really made it stand out.


Agreed. First meeting Caesar? Absolutely priceless.


I agree as well. Despite any technical faults, Obsidian does a really excellent job at writing stories and creating interesting characters.

Heck, right off the bat I was PSYCHED to play Fallout: New Vegas after I watched the intro.

#387
Pzykozis

Pzykozis
  • Members
  • 876 messages

google_calasade wrote...

And because you were not forced to work for it, those lollipops do not taste as sweet and the gold does not shine as it should.  Enough of that and you end up with a game that is not rewarding.  When there is no reward of accomplishment, there is no real encouragement to play or recommend the game to others.

FYI, II Devo was originally talking about DA 2 as well, and pointed out role-playing errors made by both Skyrim and DA 2.  I state this because I wanted people to know Skyrim was not getting targeted nor was DA 2 specifically but that the conversation was about RPG in general and those games used as examples.


I'd say it's not quite as simple as having X be Y and therefore having a better experience though, what Skyrim and Oblivion did in particular was get rid of the grind which was present in Morrowind which did restrict titles by skill levels. Not everyone RPs or atleast to the same extent I for example use the character as an avatar for me, I don't create a character nd have justifications for that characters actions I generally just play how I'd be in that world.

Anyway that aside the game has to remember its a game with a varied audience it may not feel rewarding or somehow coherent to a certain subset of people but judging by the general feedback to skyrim the majoirty of folks are happy it didn't restrict their content.

I'd also argue whether Skyrims "incoherency" is in particular due to mechanics problems or whether it's due to a content gap, all of the guilds (to me atleast) suffer from content gap in that you jump from apprentice to master very quickly without any sort of knowledge of rising through the ranks. The College in particular is fairly blatant in that you join get sent on a few errands and by circumstance you become the leader., you don't even really get made into an adept or a senior position but go from harry potter in book one to grandmaster wizard guy of the universe albeit perhaps without the spell repetoire within a few tasks (albeit seemingly huge and important tasks). I'd have thought the lack of magical expertise would have been sidestepped much easily if the questline were more fleshed out and proven you to be basically indispenible to the college.

This actually just led me to a thought about DA, specialisation points to me seem kinda random or arbitrary what if (additional man hours aside) instead there was a class based quest tied to basically your increasing in power perhaps advanced training style as seen in other games...

Of coruse the old quests for specialisations could come back but personally I found that being forced to be a bit of a unlikeable fellow tainting panacea ashes (although I wanted to pocket the whole urn and keep it to myself! (No more dying of dissentry Oregon Trail style!)) or making a deal with the devil to get specific specialisations kinda awkward, especially since I can't consider Blood magic inherently evil yet you have to be fairly evil to get it. In a way i'd like to see guilds spread (possibly blatantly ripping something off isnt a great idea but then guilds have been in a lot of games Ahh I remember Lands of Lore (3 in particular)) into more games since they do have a very primal inbuilt sense of progression inherent with their implementation aswell as being able to mirror your progression so that nebulous concepts of levels also have some sort of recognition within game i.e. the game or the guild recognises you're getting stronger (something that passively happens in TES because of the use to level thing)

and I seem to have strayed onto more reactive worlds again.. funny how I do that so often.

#388
In Exile

In Exile
  • Members
  • 28 738 messages

Addai67 wrote...
If you want to play a magnificent bastard who is out to get power, then you should be able to fenagle your way in to an archmage appointment if you want to..


The problem is that you can play the interdimensional alien prepping the world for invasion using your mind control techniques to give everyone the impression that you're qualified. These kind of open-ended schemes are literally reconceilable with any kind of insane scenario. This is why they are anti-role playing.

#389
Zanallen

Zanallen
  • Members
  • 4 425 messages

google_calasade wrote...

How can you not care for challenge?  I don't know if I've ever seen someone state something like that, so I'm curious, what would be the point of trying to be successful at playing the game?  Are you into gaming mainly for the stories, perhaps the scenery?


I can't answer for the other poster, but essentially I play games for the story. I couldn't care less about the challenge. I play games in order to wind down after a long day at work or school or sometimes work and school. I like to experience a well crafted story, same reason I read a book or watch a movie. I really don't want to have to replay a particular battle a few times because the enemy kills my party. I don't find that to be an enjoyable aspect of my choosen method of entertainment. I prefer to keep my challenges in the real world where I receive tangible satisfaction for overcoming them.

#390
DreamwareStudio

DreamwareStudio
  • Members
  • 779 messages

Pzykozis wrote...

Anyway that aside the game has to remember its a game with a varied audience it may not feel rewarding or somehow coherent to a certain subset of people but judging by the general feedback to skyrim the majoirty of folks are happy it didn't restrict their content.


I have to head out the door so I don't have the time right now to respond to all of your very well written post, but even as the wife hollers up the stairs, "What the hell are you doing?  We'll be late." I must respond to this.

No offense, but the game does not have to remember its a game with a varied audience.  That's where a game gets into trouble because the developers compromise the game's integrity.  We've seen what happens when a game (DA 2) tries to appeal to everyone and becomes a shadow of its former self (DA:O).  We've also seen what happens when a game (TW 2) keeps the integrity of the original (TW) without pandering.  BG 1 to BG 2 would also be another good example of the latter.

Note, none of the above games are perfect.  I use them simply as a quick example.  Have to run.  BBL.

Modifié par google_calasade, 13 janvier 2012 - 08:47 .


#391
Pzykozis

Pzykozis
  • Members
  • 876 messages

google_calasade wrote...
I have to head out the door so I don't have the time right now to respond to all of your very well written post, but even as the wife hollers up the stairs, "What the hell are you doing?  We'll be late." I must respond to this.

No offense, but the game does not have to remember its a game with a varied audience.  That's where a game gets into trouble because the developers compromise the game's integrity.  We've seen what happens when a game (DA 2) tries to appeal to everyone and becomes a shadow of its former self (DA:O).  We've also seen what happens when a game (TW 2) keeps the integrity of the original (TW) without pandering.  BG 1 to BG 2 would also be another good example of the latter.

Note, none of the above games are perfect.  I use them simply as a quick example.  Have to run.  BBL.


My bad, what I mean, is that the game has to remember it is a game. Size of audience does impact it though.

It's less about diluting and more about consideration given to aspects of the game that are kinda divisive I think if you offered people Guild level locks by levels rather than questline progression and detailed what locks would involve (some degree of grinding as seen in Morrowind in this case) OR having a more open system where your progression is gated by questline progression rather than your current magical ability which would rid you of the downsides of locks but give you the downside of an unskilled mage being archmage, you'd find it fairly split, for me and this was the point I was trying to make originally aswell, Skyrims failure isn't necassarily that it got rid of the guild lock by level, it was more the fact that it chose the second but had a severe content gap, whereby you'd do some tasks and suddenly you were the leader I think if the content gap were removed and the progression via questline felt more complete then the lack of serious spellage would probably have been largely ignored (I mean it is still fairly ignored anyway though the internet is full of criticisms on the lengths of the guilds instead). Invariably the old leader died aswell.. which got a bit repetitive.

Usually I'm nowhere this talkative I'm scaring myself.

#392
Realmzmaster

Realmzmaster
  • Members
  • 5 510 messages

google_calasade wrote...

JohnEpler wrote...

google_calasade wrote...

I think is actually a good, general example regarding some of what we're talking about.  If something becomes too easy, it's an annoyance.  If there's a challenge in it, however, the annoyance ceases and becomes an obstacle to overcome.  That won't work for all things, of course, but I think it's a valid point developers need to keep in mind.


Yes, exactly. If something is an interesting and it's, as you say, an obstacle to overcome - that's something worthwhile. You still have to consider how it fits into your overall design philosophy, of course, but the sense of defeating a challenge is part of what makes games interesting and worthwhile as a leisure activity.

If you're not planning on making something difficult, but instead leaving it at the level of an irritant - it's probably best to avoid it altogether. It might just be a minor annoyance, but enough minor annoyances can severely impact one's gaming experience. Weight systems offer a perfect example of this. In STALKER (take a drink), they put enough work into the weight system (giving bullets, food, bandages and medkits weight) that it became a part of the game. Your carrying capacity was low enough that you had to put thought into what you took on each of your excursions, and the idea of a 'home base' where you kept your extra equipment added something tangible to the experience.

Other games with weight limits, however, where you don't really need to focus all that much on what you're carrying except when you're leaving an area to sell all the neat stuff you acquired feel like the weight limit is more of an annoyance than anything. Which is, I think, a good example of the difference between taking a feature and weaving it into the experience, as opposed to adding a feature that doesn't really mesh all that well with the rest of the game.


THAT -- the weight limits -- hits the proverbial nail right on its head, and it's a good example because weight limits are so often misused.  I can think of several games where this is the case and those limits don't serve as an experience or challenge but as a really abrasive nuisance.


I understand the lack of weight limits in many rpgs. i will pick on DA2 as an example. I understand that weight requirements were removed to make hauling inventory for a mage centric party easier (not focused on strength), but at the same time it stretches credibility. How can a party carry 10 suits of plate armor. You really have to suspend belief along with  of the idea an unlimited supply of arrows. DAO at least had the special arrows limited in supply.
The city of Kirkwall only has one tavern? I guess you could include the Blooming Rose, but that is a place more suited for other pursuits.

I can understand the lack of water and food requirements especially in a city. I assumed that in DAO the party was hauling those items in a wagon (even if it was not shown) or Shale was carrying everything (if she was in the party).
I can almost understand the regenerating health/stamina/mana. IMHO, it means that certain roleplaying opportunities get ignored. Example, a companion falls in battle, you do not have to worry about them in Dragon Age. The enemy does not make a final killing blow because there is none. You do not have to worry about rushing to their aid to stabilize their injuries, You simply win the battle and your companion is alive with a few injuries that can be cured with an injury kit or by going home.

I can almost understand weapons and armor not breaking in combat. That has basically been streamlined out of a lot of cRPGS in the name of gameplay verus realism. Again for me roleplaying opportunties are missed. You are in the middle of battle and your sword breaks, what do you do? Do you quickly search the battlefield and pick up the nearest weapon and proceed, can you switch to a secondary weapon or do you retreat? In Dragon Age it does not happen. A certain amount of simish is necessary to help with belief. Now all of this is my humble opinion, YMMV.

#393
Addai

Addai
  • Members
  • 25 850 messages

In Exile wrote...

Addai67 wrote...
If you want to play a magnificent bastard who is out to get power, then you should be able to fenagle your way in to an archmage appointment if you want to..


The problem is that you can play the interdimensional alien prepping the world for invasion using your mind control techniques to give everyone the impression that you're qualified. These kind of open-ended schemes are literally reconceilable with any kind of insane scenario. This is why they are anti-role playing.

So?  If it works for you, why not?  If it breaks your game, then here's the million dollar takeaway... don't play it that way.  Why that is so hard, I suppose I'll never understand.

#394
Addai

Addai
  • Members
  • 25 850 messages

google_calasade wrote...
And because you were not forced to work for it, those lollipops do not taste as sweet and the gold does not shine as it should. 

You do work for it.  The college quest line did seem short, but there was still a lot of fighting, exploring and *cringe* puzzling to get there, and it only really made sense if you were a mage.  If people can't see that and shape their own story in a way that makes sense to them, then I don't really have any sympathy.  It doesn't treat the player as a "casual," it treats them as someone who is capable of making a character story that is compelling and logical for them.  Since that is not going to be the same for every player, Bethesda leaves things more open.  This drive to want to put alleyways on players is just... maddening.

Modifié par Addai67, 13 janvier 2012 - 10:03 .


#395
In Exile

In Exile
  • Members
  • 28 738 messages

Addai67 wrote...
So?  If it works for you, why not?  If it breaks your game, then here's the million dollar takeaway... don't play it that way.  Why that is so hard, I suppose I'll never understand.


What's hard to understand is why, after all the times we've talked about this, you've never made the effort to understand my gaming preference.

I don't want make-believe fantasy. I want a reactive world. If there's no in-game reaction to what I do so that my choice is as consistent with a Xanatos Roullete as it is with a setting-breaking alien invasion, then the game has no meaningful RPG features for me.

The fact that you want make-believe in your games is fine; I can play DA:O & other Bioware games and you can play TES games. But at the very least acknowledge that there is another way to play the game, and that there is a difference between content being in the game and it being technically possible for you to imagine that the content could have happened.

Modifié par In Exile, 13 janvier 2012 - 10:44 .


#396
In Exile

In Exile
  • Members
  • 28 738 messages

Addai67 wrote...
 It doesn't treat the player as a "casual," it treats them as someone who is capable of making a character story that is compelling and logical for them.  Since that is not going to be the same for every player, Bethesda leaves things more open.  This drive to want to put alleyways on players is just... maddening.


This nonsense about "alleyways" and "causal" is just insulting and irrelevant. The only point at issue is creating a coherent world. If you think that an RPG is all about make believe, then that's fine. But that doesn't mean that this is the only way to RP, or that a game can't possibly have meaningful features unless it's all about make-believe.

The fact that your favourite part of an RPG is fan fiction doesn't mean an RPG is the same thing as fan fiction.

#397
Wulfram

Wulfram
  • Members
  • 18 950 messages

Addai67 wrote...

The game rewards natural, logical roleplay, while keeping possibilities open for off the wall type characters.  That is the best kind of game IMO.  And Skyrim does it so beautifully.


I find natural, logical roleplay extremely difficult in Skyrim.  In a large part because the game practically forces you into taking up high ranking positions almost immediately.  But if you let it, then the game starts to become farcical because no one except the occasional guard cares one jot that you're Arch Mage and Harbinger and Hero of Skyrim.  The only way to avoid this is to break away from the various quest lines - which also makes no real sense, because the quest lines tend not to include many sensible occasions to break off and do other things.

Considering the various leadership positions are ignored anyway, the game would be far better served if they didn't hand them out at all, let alone dish them out to people who don't have any relevant skills and who have barely interacted with the organization.

This problem extends to the Main quest - you're revealed as Dragonborn basically immediately unless you make a point of ignoring anything resembling a main plot, yet no one cares, and there aren't really any occasions when you're given a decent excuse to sidequests - despite the sidequests really being the point of the game.  So if you play the game logically you'll end up completing the main plot facing a bunch of low level mooks.  Then if you want to play the sidequests you'll have to face being made to do silly errands just to get admitted, despite being the hero who averted the Apocalypse and who has a dragon at their beck and call.  And the random nameless guys you fight on these errands will probably prove to be more powerful than the adversaries you faced which saving the world.

#398
Gotholhorakh

Gotholhorakh
  • Members
  • 1 480 messages

Wulfram wrote...

Addai67 wrote...

The game
rewards natural, logical roleplay, while keeping possibilities open for
off the wall type characters.  That is the best kind of game IMO.  And
Skyrim does it so beautifully.


I find natural, logical
roleplay extremely difficult in Skyrim.  In a large part because the
game practically forces you into taking up high ranking positions almost
immediately.  But if you let it, then the game starts to become
farcical because no one except the occasional guard cares one jot that
you're Arch Mage and Harbinger and Hero of Skyrim.  The only way to
avoid this is to break away from the various quest lines - which also
makes no real sense, because the quest lines tend not to include many
sensible occasions to break off and do other things.


I have the same problems with the guild quests, but my approach is not to bother with them. Don't touch the companions because I know Fighter's Guild will be tedious and repetitive, don't bother with the mage's guild because I don't want to be the only arch mage in Tamriel who is also a level 12 illusion, don't want to do thieves guild because I prefer to do a specifically thief-orientated build later, etc.

I will probably do them for entertainment's sake in some later playthrough, or later in this one, but I can honestly say there are many many happy hours of play to be had if you just ignore the guild quests.

In Exile wrote...

Addai67 wrote...
So?  If it works for you, why not?  If it breaks your game, then here's the million dollar takeaway... don't play it that way.  Why that is so hard, I suppose I'll never understand.


What's hard to understand is why, after all the times we've talked about this, you've never made the effort to understand my gaming preference.

I don't want make-believe fantasy. I want a reactive world. If there's no in-game reaction to what I do so that my choice is as consistent with a Xanatos Roullete as it is with a setting-breaking alien invasion, then the game has no meaningful RPG features.

The fact that you want make-believe in your games is fine; I can play DA:O & other Bioware games and you can play TES games. But at the very least acknowledge that there is another way to play the game, and that there is a difference between content being in the game and it being technically possible for you to imagine that the content could have happened.


Well, TES games are far from perfect for a narrative-driven experience, and BioWare do it extremely well, so it's no surprise we're all on a BioWare forum hearing your opinion on this.

For my part I can understand and completely relate to your points - I love it when BioWare provides a "silver service" adventure with thoughtful addictive gameplay, while TES offers a narrative buffet, and gameplay that is more than occasionally a bit hexen-derivative and so "about good enough". That "for me" bit, I understand. It's not always how I feel as I love RP and games that facilitate it, but that's "for me", too.

How does this relate to the Witcher games, though? The witcher combat I have played has been pretty much horrible for me which is a big issue for me (for me gameplay is the interface, the glue that allows me to mesh with the game's 'verse and RP so if that's not spot on, I'm stuffed) - but do you view the witcher universe as vague, or more in keeping with what BioWare does?

Modifié par Gotholhorakh, 13 janvier 2012 - 11:03 .


#399
Cutlasskiwi

Cutlasskiwi
  • Members
  • 1 509 messages

In Exile wrote...

Addai67 wrote...
So?  If it works for you, why not?  If it breaks your game, then here's the million dollar takeaway... don't play it that way.  Why that is so hard, I suppose I'll never understand.


What's hard to understand is why, after all the times we've talked about this, you've never made the effort to understand my gaming preference.

I don't want make-believe fantasy. I want a reactive world. If there's no in-game reaction to what I do so that my choice is as consistent with a Xanatos Roullete as it is with a setting-breaking alien invasion, then the game has no meaningful RPG features for me.


This! A thousend times this. It's the reason why I could never make it through Oblivion and lost interest in Skyrim after just a short while.


That said, I want to see a more reactive world for the next Dragon Age game.

#400
Addai

Addai
  • Members
  • 25 850 messages

In Exile wrote...
This nonsense about "alleyways" and "causal" is just insulting and irrelevant. The only point at issue is creating a coherent world. If you think that an RPG is all about make believe, then that's fine. But that doesn't mean that this is the only way to RP, or that a game can't possibly have meaningful features unless it's all about make-believe.

The fact that your favourite part of an RPG is fan fiction doesn't mean an RPG is the same thing as fan fiction.

It's up to the player to help make the world coherent.  This sort of game is a two-way street.

I didn't say that every RPG had to be that way- so don't even go there.