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Customisable player base discussion


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#1
ElitePinecone

ElitePinecone
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Hypothetically, in a possible-as-yet-unannounced future game in the DA series, suppose there was a proposal to feature a sort of customisable (upgradable?) player base. It could be a castle or fortress for the protagonist and their companions, and might be a sort of central location for party interaction that was probably lacking in the previous game. I know David Gaider at one of the PAXses, for example, said he wanted to gather the companions in one place instead of spreading them over half a dozen or more loading screens in an environment that doesn't change for seven years (the dead body in Fenris' house included). We've already seen Hawke's mansion and Vigil's Keep in Awakening: the latter included some degree of customisation and was acting as a seat of political/military power in addition to being a handy companion-storage box-castle-thing.  

Without turning this into a DA-vs-Skyrim discussion, I think it's interesting to note the mixed reactions (here, here and here, to point to a few) to Hearthfire's style of customisable house - basically, quite linear, restricted and without much impact on the gameworld beyond the sense of accomplishment inherent on shiny upgrades. If nothing else, those reviews do provide some insight into what works and what doesn't (or rather, what players value and what they find superfluous). It's rather handy critical feedback to have, really.

So: what would DA players like to see in any hypothetical future game-thing that could include a central base for the player that can be upgraded over time? I can think of a few suggestions:
  • The more customisability, the better. I don't think it has to be Minecraftian in scope, but something more dynamic than Hawke's mansion is a good thing. Depending on the zots actual structural work (adding wings/rooms?) or modifying the interiors would be interesting, but I'm aware that it's not exactly a DA priority.
  • Reactivity to events and decisions. An obvious one, but a system of upgrades or opportunities to influence the look/function/purpose of the base so that it isn't a bespoke one-size-fits-every-player *thing* is probably a good idea.
  • Integration with quests/the story. Much like Vigil's Keep was pivotal to some of Awakening's main story (in doing so reflecting our choices about upgrades) and hosted a bunch of other interesting quests about the local nobility, I'd love to see the player's 'castle' (for want of a better word) have at least a few quests associated with it, and for it to matter to the plot in the sense of being more than a box to house companions.
  • A sense of ownership and uniqueness - that the base is distinct to the protagonist and their story. It's a bit of a nebulous concept to desire in a feature, but I'll just slot in something about player agency here and bam, relevance.
Thoughts?

#2
Plaintiff

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I love upgradeable bases. I'd like something akin to the Monteriggioni Villa in Assassin's Creed 2, where you acquire a rundown property, use your funds to restore it, and have shopkeepers and other characters move in to ply their wares.

I think customisability should be fairly restricted, especially if it's going to be heavily integrated into the story.  Maybe the customisation options could be limited to decorations, so the basic layout and furniture would be set, but you could pay for new chandeliers or paintings, or change the colours of the walls.