Problem is, most RPGs now back to TES3:Morrowind have moved on to a more action oriented dynamic. Which many people, especially people that have been retrained to RPG play by MMOs over the last decade, prefer.
So the idea here is looking at the way the game is set up, there has to be a simple way to take the "click to attack this target" function, in the XUI scripting, and add an option to not use that and split its functions between a pair of introduced key binds, one of which on key press selects the nearest target, and another that says "attack what I have selected".
Frankly, an addition of this kind of XUI functionality, which would take a ton of frustration out of the combat in DA:O, removing the frustration of having to shift camera angles to efficiently select the appropriate target in a huge press of enemies, and also gives the player the freedom to play the game in a more action oriented style at any difficulty level because of the removal of the stilted and inefficient targeting dynamics and lack of enough bind capable keys to efficiently manage combat in real time in comparison to pause and play one skill queuing.
This is not me saying pause and play is inferior to action RPG gaming, but, largely while DA:O's strategy play is well done, once the combat actually begins it really becomes a mash of annoying dynamics that are simply not responsive enough to deal with situations in real time forcing an immense amount of pause and play orientation to play the game well, when simply a more robust system for binding keys would allow for more flexibility and freedom in regards to the flow control of combat situations in the game. People who wanted to micro-manage have that engine viability, and people who want to be more real time oriented have their option to do so as well.
The expansion of bindable key elements in the XUI is something that needs serious consideration, potentially as a patch update, or, really, even a DLC, if you put out an "Action" XUI Upgrade DLC for a few bucks, I'd probably buy it, because while the strategy of pause and play is alright, I'd prefer to play the game on Hard or Nightmare without the need for too much of it, and let my reflexes and quick thinking decide the outcomes.
I really think the game can do both, the problem isn't that the game wouldn't do it well, the problem is that the XUI doesn't allow for it. And XUI changes/additions are very simplistic changes for developers who actually have the access to do this kind of thing, everything I can tell from the XUI mods that have been done so far indicates that theres a pretty definite ceiling on the amount of XUI changes the modders of DA:O are going to be able to implement.
So I think largely this is something that needs to be considered by BioWare themselves. Because I continue to stand behind my assessment that this game can play both as a strategy and action based RPG dependent on the choice of the player, its just the action oriented player hasn't been given the XUI elements needed to play in their style, and of course the strategy based player is forced to play every combat encounter in stop motion video because of the single skill queue system.
So, I'd say, expand the strategy queue to 3 skills in queue, and then expand the XUI to allow for more bindable functions to replace game elements that are inefficient for action play...and voila, your game now does everything, for every one.
What dev house wouldn't want that?
Modifié par SLPr0, 29 novembre 2009 - 11:53 .





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