wowpwnslol wrote...
In books and movies though you don't see the characters upgrading their swords and such left and right.
What does that have to do with RPG gaming where advancing your character through gear is one of the most important things? Self upgrading gear takes away from character advancement, which is a huge no-no in any RPG game.
Now, upgrading a certain weapon through quests and crafting a la Flail of the Ages in BG2, I can understand. But a weapon getting better just because you level up is ridiculous and only belongs in movies and books.
Not only that, but the sword/dagger/bow(whatever) you have at the beginning has to be pretty darn special in order for it to make sense that your character would be so attached to it, that it would feel 'wrong' to replace it.
In these games we usually start as a nobody recruit or fledgling mage who no one knows will go on to do great things. There really is no reason that my grunt soldier character with his likely barely serviceable long sword will be all that attached to it. Its just one of 1000s mass produced for the army. It is far more unrealistic that if he found a ancient weapon of legend, crafted by some lost race of smiths..........that he would ignore it, over his trusty rusty long sword of mass production.
The fantasy novel examples are either powerful figures who wield something like Stormbringer, or reluctant heroes who end up in the possession of a mighty item of lore from the start.
Mostly though, I don't want this mechanism because it is one more nail in the coffin of the old rpg activities that I like. I don't really want to play a game that is all story and cutscenes. I like the opening chests stuff, I like wondering what cool sword that deady boss assassin might be carryng, I like wondering what spell I might find in the book of that 1000's year old mage.
You might say Kiley, we aren't saying remove treasure from the game at all! I say that once dev's realize they can get away with leveling up items and upgrading them via quest lines or dialog clicks, they will find the treasure system much easier and easier to do less work on, and eventually just cut out completely. How many times have these very dev's said the unique art assets of items take tons of work, how many times have they cut features, telling us of priorities? Now how likely is it that varied items and a balanced good item system would be cut if they can tell us that we really don't need it, since our starter items will usefull through out the whole game.
I don't think they plan it, but it will be much easier to put on the chopping block, much easier the next time, until that aspect is gone. Dammit, I like finding items, I like finding that cool item some designer thought up, that midway through the game changed up how I play or how I equip my character. I don't want to play a game where I click through cutscenes and the combat system, class system, itemization is just the bare minimum needed to carry the full motion video and dialog choices, and I see that happening down the road.
Modifié par Kileyan, 24 juillet 2012 - 01:05 .