Kalcalan wrote...
Once they are unlocked specializations in Dragon Age are available for all your characters and every NPCs. That is just a cheap way to deal what could have been great quest material. In Might and Magic it was rewarding to get titles and stuff because of all the effort it implied (going for a walkthrough made things really easy so there always was that option for those who couldn't be bothered).
But I guess we'll have to agree to disagree on that point. IMO too much convenience doesn't necessarily makes games better.
Honestly, I don't think we are agreeing to disagree. The titles are a good thing. Finding the expert/master trainers was not so good.
I was actually really pissed in Mass Effect that your class upgrade came from a dumb ass side-quest. There was no indication that this quest was any more relevant compared to any of other planetary side-quest. They were all trash IMHO. Also, the quest itself was boring and not difficult at all - just hitting defenseless computer screens in 3 buildings. Whoopie. And it's the most surprising thing... you do that... and suddenly you get a class upgrade. It comes out of a blue... and it was so unfulfilling.
So I hear what you're saying... a class upgrade should be something to struggle and marvel at. I totally hear you on this.
Kalcalan wrote...
I've played a lot of Fallout 3 (even modded a bit) and Very Hard with a mod to reduce XP was the only way to enjoy the game. I also got rid of bobbleheads and fast travel. Now fast travel is certainly convenient but it really makes the game way easier and diminishes the importance of planning your journeys in the capital wasteland.
Believe me, it's not just nostalgia. In Fallout 2 there was a quest that went so deep that I only find out about it after countless runs through the game.
A little thing really but you could blackmail a doctor in Fallout 2 and if you later asked him to heal you he would poison you. That's the attention to details such as these that you wouldn't expect in a CRPG that made these games so memorable.
Yeah, I knew about that one from long time ago. There are also similar kinds of things in Fallout 3 too. A lot of it is totally optional and one may never see it. I think bethesda did a fantastic job. The only difference is that it is more heavily documented in the GOTY strategy guide, so maybe that ruins it a bit. Once of the few guides I actually bought.
If I ever do play Fallout 3 again, I'll be sure to get the mods to reduce XP gains. The XP you get in that game is way too much... way imbalanced in the favour of the player. Makes me thing... "what were the developers thinking?!" I mean, you can do all the main quests and very little side quests and get to level 20 easily.
Kalcalan wrote...
You can't "screw up" no matter what you do in games nowadays and I don't see that as an improvement. It means that you don't have to think about consequences to your actions. If you know that you need a particular item to finish a major quest then Dragon Age will make sure you pick it up whether you want to or not. At least Dragon Age allows you to screw up sidequests.
That's just it... sometimes in those games you wouldn't really understand what your action was to get such drastic consequences. And I actually like that quest items are marked as such. It is all too easy to not pick an important item up... or sell it off... or throw it away... in some games. With all the other crap you can often pick up, it's really hard to know what it useful/needed from what isn't. So I think this is a win for the newer games. And it's not like some older games didn't do this - Final Fantasy separated quest items from regular items as well. This is a good thing.
Kalcalan wrote...
Knowing that whatever happens you will only face foes that match your level or challenge rating (to use the D&D terminology) is a pain because it means that you can't be surprised, you can't be in danger. That is a reason why I loved the mod that increased the number of spawns in Fallout 3. Knowing that you may run into 20 raiders means you have to be quick on your feet so to speak and that you have to be ready to stand up to the challenge.
Let me clear... presenting such challenges is acceptable only if your character is somewhat prepared for it. A character just entering the wasteland with a freaking BB gun is not going to have the means to deal with it - period. This isn't challenge - this is just plain stupid.
I think challenge should come from gameplay mechanics itself - like chess. In chess, there are the right moves and the wrong moves. All too often in RPGs you can amass so much stuff and xp that decision making is irrelevant. Perhaps scripted chess battles of a whole bunch of different flavours without obvious and/or overly repetitively patterns would add more depth and challenge. I am in total favour of this! DA:O actually presents some of these kinds of challenges. I think Fallout 3 and other games could have benefited more from this sort of thing... and it's a shame that it doesn't.
Fallout 3 is great not because of it's combat depth or challenge... but for everything else it offers. So I agree that challenge is required. Still, I think creating "game over" situations randomly isn't the solution. I think offering interesting gameplay choices in combat is a much better solution - something players can deal with even at low levels. I think it's important for game designers to find ways to always ramp up the challenge while still making character development meaningful.... so you get a sense that your character is more powerful and has more options... and at the same time, you need to get better at tactics and solving combat problems. This is a good approach, and not many games take it.
Kalcalan wrote...
It's all a matter of game balance. In a game world in which a kobold can kill your level one mage with a single arrow (Baldur's Gate) you feel more excitement than in a world in which it takes a mininuke at close range to make you blush (Fallout 3).
Yes and no. I don't mind the arrow problems so much as there is a way to strategically or tactically deal with it. Then if the mage dies because of the arrow, well it's your own damn fault. But to merely present a challenge to the player where luck is required to resolve it... or luck is required to simply not discover the challenge in the first place... well... that's not so good.
Modifié par egervari, 01 décembre 2009 - 02:54 .





Retour en haut






