Allan Schumacher wrote...
I find it interesting when sparing him results in him kicking me in the butt again later. Kind of like the german soldier in Saving Private Ryan.
My only issue with those sorts of consequences in games is that it seems like a kneejerk reaction. Where now anytime you save somebody, they'll only come back to bite you in the ass. Thats fine if some consequence like that happens every once in a while, but if most consequences to perceived "noble" actions end up being negative then it gets tired.
And any such perceived negative consequences to actions need to have at least a little foreshadowing and a fair setup in information being provided to the player at the time of the decision so they don't feel like GOTCHA! moments when you have the consequence.
Basically, consequences have to make sense based on the info available to the player, otherwise they can end up feeling cheap. The Witcher games do a pretty good job of playing with unforseen consequences to actions that might be harsh, but always feel fair and make sense.
Sylvius the Mad wrote...
DAO allowed some pre-planning. You could cast glyphs or AoE spells in advance of combat to create killing zones.
I liked to cast Glyph of Repusion at a chockpoint, and then draw enemies toward it with a single bowshot. As they approached, I'd cast Glyph of Paralysis to trigger a Paralysis Explosion, and then drop an Inferno on them as they were trapped.
DA2, though, didn't let us cast combat spells outside of combat. That was a terrible restriction.
Thats one thing I hated in DA2, was how you could never really get the jump on enemies. I n most games I love trying to play stealthy and taking out enemies before they even know whats going on. And its next to impossible to do that in DA2, even if you recognize some upcoming trap or something.
Modifié par Brockololly, 07 juin 2012 - 06:38 .





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