Most Bioware games already have an Auto-level function anyway.
Modifié par Wulfram, 08 mars 2012 - 05:13 .
Modifié par Wulfram, 08 mars 2012 - 05:13 .
Pasquale1234 wrote...
I have a question for those who would advocate and support content skipping features...
...would level-up and character build matter anymore?
A few examples:
1) A game could implement the possibility of sneaking past the guards that would require the player to have a rogue in the party with a certain skill. If the player did not have a party member with that ability, and wanted to skip the content, how would it be resolved?
2) In a case where the player would need to pick a lock to loot a chest or gain entry to a room, the game typically requires a rogue with a certain level of an attribute or skill to be successful. Would skippers be expected to have the required party member with the required skill level in tow, or would they be successful regardless?
3) Speaking of which, would skippers automatically receive some default loot from the content they skipped? Would loot even matter to someone who was skipping a lot of the content?
If these scenarios could be successfully resolved regardless of characters and builds, then character class could cease to be a factor, and you may as well also skip the level-up process.
Modifié par hoorayforicecream, 08 mars 2012 - 05:28 .
I would argue that this has been true in every game you have played. Unless you're misdefining "narrative", it's obviously the case.Plaintiff wrote...
I have not ever found this to be true in any game I've played.Xewaka wrote...
The gameplay is part of the narrative.
What exactly is the "overall" story?hoorayforicecream wrote...
There are plenty of RPGs where the player's class is never really a factor. The Witcher 2, for example, doesn't even allow class choice at all. You could replace *all* of the combat in the witcher 2 with canned cinematics and it wouldn't make a single bit of difference in the overall story.
Modifié par Sylvius the Mad, 08 mars 2012 - 05:31 .
Sylvius the Mad wrote...
What exactly is the "overall" story?hoorayforicecream wrote...
There are plenty of RPGs where the player's class is never really a factor. The Witcher 2, for example, doesn't even allow class choice at all. You could replace *all* of the combat in the witcher 2 with canned cinematics and it wouldn't make a single bit of difference in the overall story.
The story is the tale of what happens. Whether Geralt attacks monster A before monster B is part of that.
hoorayforicecream wrote...
There are plenty of RPGs where the player's class is never really a factor. The Witcher 2, for example, doesn't even allow class choice at all. You could replace *all* of the combat in the witcher 2 with canned cinematics and it wouldn't make a single bit of difference in the overall story.
So the "overall story" is merely the story you care about.hoorayforicecream wrote...
I do not care whether Geralt kills 10 imperial soldiers or 11. I do not care whether Geralt swung at the dragon 142 times to kill it or 163. Those may be part of the story for you, and perhaps you care a lot whether Geralt spent 52 coins to sleep with brothel worker A rather than 79 coins to sleep with brothel worker B, but I don't think details like that matter. None of that has an effect on the way the other characters react to Geralt, or the flow of the story.Sylvius the Mad wrote...
What exactly is the "overall" story?
Sylvius the Mad wrote...
So the "overall story" is merely the story you care about.hoorayforicecream wrote...
I do not care whether Geralt kills 10 imperial soldiers or 11. I do not care whether Geralt swung at the dragon 142 times to kill it or 163. Those may be part of the story for you, and perhaps you care a lot whether Geralt spent 52 coins to sleep with brothel worker A rather than 79 coins to sleep with brothel worker B, but I don't think details like that matter. None of that has an effect on the way the other characters react to Geralt, or the flow of the story.Sylvius the Mad wrote...
What exactly is the "overall" story?
Surely you can see how compelling that isn't.
Pasquale1234 wrote...
hoorayforicecream wrote...
There are plenty of RPGs where the player's class is never really a factor. The Witcher 2, for example, doesn't even allow class choice at all. You could replace *all* of the combat in the witcher 2 with canned cinematics and it wouldn't make a single bit of difference in the overall story.
TW2 was also a game that featured a very specific, pre-defined character in Geralt - which is one of the reasons why I have never played it.
One of the things I have always enjoyed about the DA series is that they are party-based, and class matters. I think the party-based dynamics would change considerably if class was removed from the equation.
I'm speaking about the game that is.hoorayforicecream wrote...
I don't understand. Aren't you always speaking about the game that you care about? Why can't I make those same sort of statements?Sylvius the Mad wrote...
So the "overall story" is merely the story you care about.
Surely you can see how compelling that isn't.
hoorayforicecream wrote...
You're oversimplifying. class could easily still be taken into account, even if something like level was not. Picking locks could, for example, be replaced by a minigame (to which rogues would receive a bonus) rather than simply checking against a particular stat. Being a mage could allow for different game choices than a warrior (such as choosing to enter the fade in DAO). These are not necessarily level or combat dependent, but are class-dependent choices.
Sylvius the Mad wrote...
This was a discussion of whether gameplay can be an important part of the narrative. That you don't want it to be has no bearing on that possibility.
Pasquale1234 wrote...
hoorayforicecream wrote...
You're oversimplifying. class could easily still be taken into account, even if something like level was not. Picking locks could, for example, be replaced by a minigame (to which rogues would receive a bonus) rather than simply checking against a particular stat. Being a mage could allow for different game choices than a warrior (such as choosing to enter the fade in DAO). These are not necessarily level or combat dependent, but are class-dependent choices.
Which sort of comes back around to my original questions about skipping content...
.... which asked whether those players wanting to skip, for example, some content that requires a rogue capable of picking a lock would be required to have that rogue in the party in order to successfully skip said content.
If not, you would be creating a very different sort of "game" experience that would essentially be an interactive novel.
That's probably true.Wulfram wrote...
I still think it's probably much simpler to do it as a super easy mode like ME3 than to have an actual skip combat button.
hoorayforicecream wrote...
What's wrong with providing an option for an interactive novel to a player that wants an interactive novel experience? As long as you have the choice to play the 'full' experience, why begrudge someone else the choice to skip it?
You're not the developer here, you're just the consumer. It isn't up to you to come up with the implementation, you just need to acknowledge that such an implementation is possible. It seems like you're saying it isn't possible, and I think that's silly.
I think it comes down to players being fearful that zots will be channeled away from doing the things they want in order to provide an experience that other players who may like different things.
Sylvius the Mad wrote...
That's probably true.Wulfram wrote...
I still think it's probably much simpler to do it as a super easy mode like ME3 than to have an actual skip combat button.
Fast Jimmy wrote...
Sylvius the Mad wrote...
That's probably true.Wulfram wrote...
I still think it's probably much simpler to do it as a super easy mode like ME3 than to have an actual skip combat button.
While not preferable (since how much dynamic gameplay can you get when every fight only last five seconds?) it is better than a true Skip Button. Being able to skip gameplay, whether that is combat, sneak portions, lock picking, trap laying, discussion battles, puzzle solving, item collection or sex mini games like in God Of War, it all becomes a very slippery slope if all of it is skippable, right from the very start, while in the developer's court.
Ive hear the argument of the 'Skip Fade' or 'Deep Roads' mods. It's a poor argument. Just because a player comes behind a designer and creates these options does not mean the same as if the designer put these in from the start.
Would Orzamar and the Anvil have the same good story telling if any player could just skip the whole region? Would the glut of side quests and interesting content there, an area that you could fit all of DA2 in, been as deep if it was just seen as 'skippable filler' by the devs? Would the Fade have as Manu puzzles, or companion specific content, or interesting dialogue, if you could just breeze right past it?
My answer is an emphatic no. I understand players found these areas to be long and boring, but there was still a lot of unique and interesting content, loot, dialogue and coded entires. If a Skip Button could be used to skip it all, this would not have been the case
hoorayforicecream wrote...
Many companions are completely skippable and have been skippable since Baldur's Gate 1. Huge portions of Baldur's Gate and DAO are completely skippable. And yes, the player misses out if they don't go there and do those things. But you know what? They don't have to go there. They don't have to do those things. I'm pretty sure the critical path of DAO allows you to bypass the dwarves and elves completely. Does that mean they've stopped creating entirely skippable sections of gameplay because people have skipped them in the past? Clearly, the answer is no. Even ME3 takes a lot of pains to pull in the results of entirely skippable choices from the past two games.
Your "slippery slope" argument has ignores the fact that game developers have been doing this sort of thing already for a long time. The only sacred cow you've got is that most games allowed players to skip some forms of gameplay (puzzles), but not others (combat). Intelligently allowing players to skip combat is not a bad thing, as long as it's done right. You may not think that's possible, but I certainly do, because game developers have historically demonstrated the ability to do so.
Modifié par Fast Jimmy, 10 mars 2012 - 02:32 .
Modifié par Fast Jimmy, 10 mars 2012 - 04:32 .