MichaelStuart wrote...
ElitePinecone wrote...
A mode that teleported the player from conversation to conversation or cutscene to cutscene would remove all of this (and how would it even work with the rest of the normal game, if it required players to find particular people or quest objects?).
I see it working like a choose your own adventure story.
You choose the option to go look for the quest object and the game plays a scene of you doing that.
If say, the quest object was hidden in a random area, the game would give you several area options to choose from. You pick one of the options and the scene plays of you explore that area, fighting any enemies and picking up any loot. If the quest object is not found, you pick another area option and the scene plays of you exploring that area. When you find the quest object, you choose to bring it back or explore another area.
I remind people that a story mode would be in addition to a nomal play mode.
It's a fine idea in theory but the extra development effort seems almost impossible to justify.
Would this require new cutscenes of the player searching for things, or moving from location to location? Custom animations? Another interface for choosing areas to search? It'd need more programming, to handle 'going to look for quest object'. Would all the boss/mini-boss fight scenes be put in cutscenes rather than having the player play them? That's a lot of extra cutscene work.
I'm seeing what you're proposing, but it's not simple from a development standpoint. Everything requires zots, and reducing a game designed primarily as a combat RPG to an interactive conversation RPG would take an enormous amount of money and time that could be spent on other things. Whole gameplay systems (combat, combat upgrades, the usable item inventory, crafting, the gameworld) would become redundant - they're not even required in what you're proposing. How any hours would the game be without combat, exploration or travelling back and forth for quests?
This isn't like the Story or Action modes that ME3 used - in those cases it was a matter of adjusting the difficulty level of combat (to the point where it was over in seconds), and auto-choosing conversation options, respectively. It's still programming work, but it doesn't fundamentally alter the game experience.
Making a story mode like you've proposed above would be like.... grafting an entirely different type of game onto an existing product designed from the ground up as an action RPG with a movable character. I don't see how it could work, or why any dev studio would ever do it. The resources required would be enormous, and it's a game mode that basically discards half of what Dragon Age is meant to represent.
Would it be an interesting thing to play? Probably. But skipping combat and exploration entirely and replacing them with cutscenes would take an enormous amount of effort.