Perhaps in DA3 having multiple ways of completing a quest/goal and having the outcome of that change the world around you would be interesting; a basic example of this would be in Fable 2 where choosing to help either the thug or a guard early in the game completely changed the look of the city, transforming it into crime central or a wealthy part of Albion... Hm, maybe that's not the best example I could have used, but you get the idea lol.
In regards to Allan's comment, I think longer sequences are fine so long as there's a variation of things to do within that area, it also helps if the area has an attractive setting that changes the further you explore rather than it being one long tunnel of brown (to use the Deep Roads as an example.) MotA had a fairly long sequence but it was broken up by vastly different areas, the use of puzzles and different tactics like stealth to achieve the end goal, which made it feel more like a treat than a chore.
Modifié par LolaLei, 12 avril 2012 - 01:56 .





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