Fast Jimmy wrote...
It is always better to show me than to tell.
Yes.
In DA2, the only options you are ever given are through dialogue. If it absolutely does not matter what steps I take in combat, as long as I win, or there is no penalty to failing a sneak mechanic, or there is a puzzle that I get no benefit in beating at all, then a Skip Button does no harm, I agree. But then why have puzzles? Or sneak sections? Or options to talk around combat? Or combat at all?
Because people, the
majority of people, in fact, will still want those things and will still play and enjoy them.
I will still want them, and will still play and enjoy them. I know we're trying not to mention her here, but Hepler's comments were a) purely wishful thinking and

an issue of practicality that is specific to
her. As a game
writer, part of doing her job is being aware of the kind of stories the competition is writing, and fitting that in around her personal commitments. Her answer was worded poorly (a result of the interviewer's poor technique, if you ask me), but I thought the intent was fairly clear.
If it doesn't matter how you do it, ever, and there is no consequence to doing it differently (other than not suceeding and having to load your game after dying), then what's the point of even having this gameplay elements? They are filler, there to only waste your time.
You assume that a "skip" button and branching scenario outcomes could not occur in the same game. I see no reason why this should be the case. They could very easily have "skippers" travel down a default path, and leave the branching options as special "rewards", if you like, for the people who take the tme to play that particular section. I think that's a middleground that could work very well.
If you integrate story or choice aspects into these mechanics, THEN they take on meaning. If you think "Ugh. Another nest of giant spiders to wipe out, what a bore," then the developers have failed in making their game engaging. If, on the other hand, someone who only like the story is thrown into a situation where the giant spiders are closing in on one of their favorite non-Companion characters who may die, then it becomes "Argh! Die, giant spiders, DIE!!!"
Sure, for some people. If I find myself playing a game where I run the risk of permanently losing my companions, I'm going to be turned off. If it's only in particular scripted incidences that I can affect the outcome of, then fine, but being constantly on my guard is a) tiring and

alienating, for someone like me, for whom companions in general are of particular importance. Perma-death is my major issue with Fallout 3. As a result of that particular mechanic, I just don't recruit anybody at all. And I would actually like to because, as silly as it sounds, watching my character trudge through crumbling ruins makes me feel very lonely (although the companions don't actually alleviate that feeling much, because they're so incredibly shallow and limited in their dialogue).
Spamming endless waves of combat (or sneaking around with no consequence to getting caught as in MotA or having puzzles that make no real sense to the plot or area like arguably happens with the Urn of Sacred Ashes) does nothing for enriching a game. So why in the world wouldn't implementing real consequences or choices into these mechanics NOT make them better?
Define "real consequences". How far should they go in implementing these? In Morrowind, it was possible to deliberately or accidentally kill plot-critical characters, making it impossible to complete the storyline. That is a serious problem... unless you're one of "those" gamers, who lambast game developers for being "arrogant" enough to think that anyone would want to play their carefully crafted story at all.
If a player fails the trials in Andraste's Tomb before reaching the sacred ashes, should they then be forcibly ejected by the guardian and barred from ever returning, leaving Eamon in a coma forever, with Bann Teagan taking over in his stead? Should it be possible to fail so many plot-critical missions that the player receives a non-standard game over and is forced to start over completely fresh (unless they happen to have saved extremely frequently, of course)? I am not against such things, truth be told, but there is the practical concern of resources to be considered. Not
every choice can be implemented, a video game does not and can never have a GM's ability to think on the fly.
And in regards to the "Dragon Age doesn't have many sections where combat or other gameplay affects the story, so why care?" method of thinking, its something that DAO had, albeit in small bites. You could talk your way out of fighting Ser Cauthien, or surrendering (which opened up the Jail Tower minigame, which, in turn, allowed you to take a combat, a dialogue, or a sneak approach to getting out) or you are given the option of killing her and her guards on the spot, which removes her from later interesting dialogue in the game.
What if a player has crafted a violent, trigger-happy character for the purposes of roleplay, but still wants to be able to skip combat? The option of a diplomatic resolution won't help them there.
Did DAO and other Bioware games do tons of this? No. Did I really enjoy when they did? Yes. And did the oversimplifacation of combat in DA2 totally pre-empt 99% of this? I'd say so.
I did not find DA2's combat to be simplified from DA:O's, but that's really a separate issue.
So going further down the lane of creating a totally stripped down, streamlined, over-simplified combat system that inlcudes a Skip Button, let alone has no means of having non-combat solutions, is reducing the future of the series to "walk around, fight, talk." If I can fast travel and skip combat at will, I'm left with making dialogue decisions and watching cutscenes. Which is, by definition, an interactive story game.
I was rather under the impression that that is what an RPG is supposed to be, regardless of the medium through which it is delivered.
Modifié par Plaintiff, 08 mars 2012 - 02:31 .