Sylvius the Mad wrote...
I miss the attributes in Skyrim.
Skyrim has byfar the best levelling mechanic yet in an Elder Scrolls game, but I'd like to be able to manipulate core statistics that have an effect on a wide variety of skills.
The way attributes worked in Morrowind and Oblivion was awful. Not having them is an improvement over those
games. But in an ideal world Bethesda would have fixed the attributes rather than throwing them away.
I don't know what attributes could have been used for in Skyrim. In games like D&D, your attributes affect way more than just your skills, they affect your bonus to accuracy, damage, armor class, saving throws, health, amount of available spells...TES just doesn't have mechanics in place for attributes to affect much more than your skills unless they wanted to
completely change the leveling system.
But if you think about it, Intelligence and Constitution are still in there in the form of health, stamina and magic.
Vormaerin wrote...
And I think you are splitting hairs. The idea behind both statements is the same. Granted, they skyrim guy has it easier, because Skyrim really only has RPG elements rather than being a full RPG.
Exqueeze me? You're saying Skyrim isn't an RPG? TES is pretty much the gold standard in terms of player freedom and expression, so I can't see how anyone could call DA an RPG and Skyrim not.
People tend to think RPGs are slow, heavily text based games with awkward combat and lots of needless complexity (like inventory tetris). So they don't play them. But there's no requirement that RPGs have awkward combat and the wall of text issues can be ameliorated with good use of voice acting and cinematics. There's still going to be plenty of text, of course.
But making RPGs slower and more text based is not considered a growth formula.
As far as I'm concerned, voice acting is icing on the cake. What really matters is the number of available options in dialogue. The reason they often reduce you down to three possible responses is because voice acting all of them would take forever. So if given a choice between a lot of options with text and a couple options with voice acting, I would
much prefer text.
Also, a problem with a voice-acted main character that is meant to be a reflection of the player is that there's no way the actor can say every line in the tone the player wants. Ever tried to play a middle-of-the-road Hawke?
Peasant: Oh thank the Maker! Help me Champion, my daughter has been kidnapped!
Hawke: Well I could never refuse to help a damsel in distress

Peasant: Oh thank goodness, the ruffians are holed-up in that building over there.
Hawke: I WILL SLAUGHTER THE INGRATES AND MOUNT THEIR HEADS UPON MY MANTLE
Peasant: Uh...ok, well just be sure to bring my daughter back safe please
Hawke: Do not worry, my friend. I swear on my life that no harm will befall your daughter

Peasant: Oh thank you, Champion! Oh, but one more thing, I am but a poor farmer and I won't be able to reward you for this aid
Hawke: DIE, YOU FREELOADING WORM *kills peasant*
It's a
bit on the MPD side.
As far as DA:O's combat being slow and awkward, had they just made attacking as fluid as they did in DA2 and threw in more cross-class combos, it's have been damn-near perfect.
Allan Schumacher wrote...
That is not related to the
discussion that I was having, at which point someone said games like
Skyrim are successful because they are non-linear, and gamers today
don't like linear games. In fact, he cited linearity as being why other
(non-BioWare) games are not successful.
If I could guess, I think his meaning was that other
RPGs aren't successful due to their linearity, not any and all other games.
Modifié par batlin, 08 juin 2012 - 04:47 .