google_calasade wrote...
I never got how that could be either, that someone is upset about lack of bowstrings and the inability to customize armor unless those players are simply about the aesthetics and don't actually care about the game-play difficulty.
Armour choice cosmetic? No, that's so wrong. Armour customisation is not merely about aesthetics, it's about choice in the RPG, like so many other things.
RPGs provide an adventure, and they are
interesting games. More choice is good for the "interesting" bit if it's implemented well, and fewer choices from one game to the next will probably upset some players.
I'm not saying that can't be mitigated (say, by other choices being added or expanded upon) but it's always going to raise a question unless it's something nobody used.
Armour choice is really, really prominent, you know?
For me: RPG gameplay should be respectably difficult and filled with the highest level of choice and customisation the developers can manage to implement well given time/resources.
Incidentally, failure to notice that the interestingness is NOT cosmetic but core to the experience, is one way I felt the new combat implementation failed in DA2 (and to a
much lesser degree in DA:O), and I mention this because I can see it getting worse, if games that do twitchy combat and no character choice are to be pointed at as shining examples or fanbase's GOTY.
People claimed DA2 became "tactical" if you turned sliders up and you might be able to pause and chug pots, but it never really got beyond the space invaders mechanic of "spawn waves, hit buttons, kill the big guys first if you can".
When you played the BG games, you would encounter some interesting groups of enemies, they would occasionally have abilities and spells on a par with/different to/better than yours, and sometimes they would require you to face, say, a new spell that turned combat on its head and required you to really plan. They would interfere with and ruin your I-kill-you-now strategy, and every now and then they would wreck your shizzle for you and you would be staring at grey portraits or worse the screen of death. This is without the game even being that difficult tbh, it was just kept a little interesting.
I feel like DA:O (although I loved the game) took the first baby steps away from interesting gameplay along the path of "you want interesting? turn up the sliders", and that DA2 took giant steps further still.
I don't think we as a fanbase need to pedal harder, along that path towards twitchy gameplay and considering choices cosmetic. If anything I think we need to abandon it. That's just me though, I guess.
Not that I think that's what you were advocating, I just had to say "hey, armour customisation is an issue for more reasons than the look of the game"
I knew that the Dragon Age games lacked consequence with death, but until we talked about it tonight, I did not realize just how much inconsequential death takes away from a game. The death aspect is one I have not seen anyone touch on, and I hope the powers that be are reading this and reconsidering their approach to the issue.
On my next playthrough of TW 2, I believe I'll run it on insane.
Sounds fun for a TW2 playthough, although careful what you wish for WRT Dragon Age - while they sound great, consequences to death tend to be either annoying or irrelevant.

Pzykozis wrote...
Having to revive
people that fall in battle and having to spend time waiting for health
and mana, are essentially pointless timesinks.
I don't see any
benefits from having to run to a cleric to revive a squadmate who then
might permanently die anyway, I don't feel like letting the game make
you fail to revive is a particularly good thing, makes you consider the
fights more or whatever? Shouldn't that just be done with the encounter
design itself?
For me and I know there are others out there
aswell, actually having a companion go down in battle means I've failed
anyway, I don't need the computer to arbitrarily assign failure which
goes beyond the failure itself and in and of itself acts as a hinderance
to actually playing the game.
As for not having to wait, that
is/was one of the weirdest arbitrary things I've encountered in old
RPGs, it adds nothing at all to the game.
Well, I think it is a nice mechanic if you want to bother with it, and I would always want it to be possible for companions to actually die during combat as like you, success for me is getting through all combat without losing anyone.
I really pretty much always would reload, though, which wipes all clever mechanics associated with death away, and I have to admit that anything which subverted this would probably make a game suck, Even Gothic 3's inspired and deliberate (ahaha) attempt to make death undesirable with very long load times is excruciating.
Modifié par Gotholhorakh, 14 janvier 2012 - 01:31 .