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Integrating Game and Story


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Nomen Mendax

Nomen Mendax
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One of the things that I'd like to see DA3 do is integrate the game play better with the story telling.  ME2, DA2, and the little I've played of ME3 basically seem to have what I refer to as combat mini-games.  What I mean by this is that the combat is a binary pass/fail (or pass/reload) activity that takes place between the major storytelling / choice parts of the game that make a difference to the plot.  DA2 was particularly bad at this with combat against ridiculously large waves of thugs whose deaths would eventually have made a reasonable dent in the population of the city.

I didn't feel the same with DAO because (a) there weren't as many arbitrary waves of enemies and (B) my job was to fight the Darkspawn so fighting the Darkspawn seemed a reasonable thing to be doing.  And the final fight was the culmination of my fight against the Darkspawn, rather than (for example) a bizarrely tacked on boss fight against an overgrown Terminator in ME2.

So I want to see combat that actually matters - that is combat where NPCs or party member can die.  I realize this is something that Bioware is moving away from for understandable story reasons - but this is another example of story telling trumping gameplay.  It reached absurdity in ME2 where the last mission was a series of combat set-pieces but party deaths only resulted from bad conversation choices rather then the combat itself.  One possibility would be to have certain important fights at key points in the story able to result in the deaths of party members.  I don't think this is an ideal solution but netiher (IMO) is the current system.

Modifié par Nomen Mendax, 29 mars 2012 - 06:21 .