Sidney wrote...
robertthebard wrote...
I'm puzzled. How does looting slap immersion in the face? I mean, items carried that can be dropped shouldn't just magically appear in your inventory, and frankly, loot can be a good source of income when you really need it. I haven't noticed that it adversely affects my gameplay to push R twice while looting dead monsters, or opening barrels, which I'm still waiting to find fish in. The only time it becomes a problem is when I forget to vendor my trash before I go out again. As far as useful/helpful goes, they all sell, and coin doesn't take up any room.
Looting breaks immersion because:
1. You are rifling the pockets of dead things in a dangerous spot. Encounters in RPG's are bad enough in terms of things not being responsive but the fact that you have time to turn out ever purse and strip every body is insane. I've never read of heroes stripping corpses all the time.
1a. Why you don't have an issue with this time it out, you will often spend looting time vs fighting time being about the same. 1:1 combat to clicking around a room on glowing objects ain't right.
2. You carry so much crap it is unbelievable. People talk about immersion breaking flips and jumps but the basics of carrying 3 suits of armor, 8 swords and 19 potions is far, far, far worse.
3. Most of it is vendor trash that you recycle into ther world when there should be no market for this junk. I have a hard time accepting the ecnomics of a world that is so wrong that they'll buy my mass of red steel daggers.
4. Money is a problem. You talk about how things can be sold for money but that alone is the problem. If money= powerful items then the rich folks should have all these items because they can buy them. It doesn't take a great
adventurer to get that super item just anyone with enough cheddar.
5. You have to interact with vendors. This is less an immersion breaker than annoyance. I don't want to talk to vendors. It doesn't advance the story, doesn't develop my character it is an exchange program that is always hindered by bad inventory UI.
A lot of this is presumptious. It makes a ton of assumptions on how everyone plays. And some of it is hypocritical coming from you, who's arguments have cited tedium as a reason for criticising something.
First off, many players don't begin the looting process until the immediate threat has been dealt with, so #1 is nonsense. You've also haven't done much reading of fantasy tales. Stories predating RPGs are littered with examples of Heros acquiring powerful items from the cold, dead clutches of their fallen foes.
#2 is the hypocricy I'm talking about. Lets, for a moment, put aside the fact that in Dragon age, the inventory system is conceptual and represents a "shared" system (everyone in your party is carrying your inventory). It would be beyond tedius if you could only carry one suit of armor and one sword before your inventory reaches capacity. Such a limitation would kill gameplay. it would render exploration impossible. it would make immersion while dungeon crawling impossible. It would interrupt a story and it's flow. But... here you are, advocating it. I think it's pretty clear that carry capacity in Video games is one of those accepted suspensions of belief for the sake of fun. Like never having to relieve yourself, or eat every couple of hours.
#3- we've already discussed this one. You're not obligated to pick that crap up. It's there to represent what the enemy was wearing/using at the time of his death. To suddenly make it disappear into the void when he's dead so that Sydney doesn't have to see it, is what kills immersion, as that would constitute an UNnecessary suspension of belief.
#4- Here we go. Proof that Fantasy RPGs are not your cup of tea. There are many Many ways to become rich. In a Fantasy RPG, you happen to be an adventurer. Adventurers get rich by gathering loot and selling it. If you want to be an investor, or make money off the stockmarket, Or by being a pro athlete, then Fantasy RPGs are the wrong place to look.
#5 -You don't want to deal with merchants. That's fine. I have a question. Does every single aspect of a game have to be directly tied to the Story? In your opinion, should a game be completely void of non-story related content?
Modifié par Yrkoon, 24 mai 2012 - 01:41 .