I want to be able to attack any NPC like in Oblivion and Fallout 3!
#1
Posté 30 septembre 2012 - 07:34
also, DA3 needs:
-large item list, with varying effects.
-complex skill trees.
-Choices that matter/past choices coming back up
#2
Posté 30 septembre 2012 - 07:38
#3
Posté 30 septembre 2012 - 07:47
#4
Posté 30 septembre 2012 - 07:54
#6
Posté 30 septembre 2012 - 08:05
:innocent:
www.youtube.com/watch?v=CGDL-hXZt5Q
Modifié par BouncyFrag, 30 septembre 2012 - 08:06 .
#7
Posté 30 septembre 2012 - 08:31
Plaintiff wrote...
You can't have choices that matter AND a world where everyone can be killed. The two are incompatible.
Sure you can. It's just not common in RPGs.
Modifié par CrustyBot, 30 septembre 2012 - 08:31 .
#8
Posté 30 septembre 2012 - 08:35
So where in videogames does it happen? What are the plots? How do they work?CrustyBot wrote...
Plaintiff wrote...
You can't have choices that matter AND a world where everyone can be killed. The two are incompatible.
Sure you can. It's just not common in RPGs.
#9
Posté 30 septembre 2012 - 08:37
I'm going to disagree. Killing off a quest NPC becomes a 'choice that matters' because it destroys the quest.Plaintiff wrote...
You can't have choices that matter AND a world where everyone can be killed. The two are incompatible.
Morrowind. Save the world from evil. You kill Vivec and you doom the island you're living on.Plaintiff wrote...
So where in videogames does it happen? What are the plots? How do they work?
Modifié par Maria Caliban, 30 septembre 2012 - 08:39 .
#10
Posté 30 septembre 2012 - 08:39
Plaintiff wrote...
So where in videogames does it happen? What are the plots? How do they work?CrustyBot wrote...
Plaintiff wrote...
You can't have choices that matter AND a world where everyone can be killed. The two are incompatible.
Sure you can. It's just not common in RPGs.
Oh, there are examples in RPGs. I just meant that as a whole, it's not common. Not sure about other genres.
Fallout: New Vegas is but a recent example.
#11
Posté 30 septembre 2012 - 08:39
Seriously, why in Andraste's name should we be given the ability to kill whomever we please, whenever we please? This isn't an open world game.
#12
Posté 30 septembre 2012 - 08:45
Oh, well sure, but if you kill a character who's absolutely plot-critical, then what? Game Over? Or do you have the freedom to continue on in the world you just doomed?Maria Caliban wrote...
I'm going to disagree. Killing off a quest NPC becomes a 'choice that matters' because it destroys the quest.Plaintiff wrote...
You can't have choices that matter AND a world where everyone can be killed. The two are incompatible.
That could be a feasible option if Dragon Age was an open-world game, where the main plot is short, and not even the point of the game, but that's not the case. The vast majority of the content in Bioware games is in the main story. If you can't continue it, then the game is essentially broken. If players don't want to continue the story, then why the hell are they playing?
#13
Posté 30 septembre 2012 - 08:46
#14
Posté 30 septembre 2012 - 08:49
forget kiling i want to jump off rooftops
#15
Posté 30 septembre 2012 - 08:54
Tali-vas-normandy wrote...
oblivion became a very empty place after i played it
forget kiling i want to jump off rooftops
Assassin's Creed is a very nice game I hear.
#16
Posté 30 septembre 2012 - 08:55
Plaintiff wrote...
Oh, well sure, but if you kill a character who's absolutely plot-critical, then what? Game Over? Or do you have the freedom to continue on in the world you just doomed?
It depends on the game. Morrowind let you continue playing. IIRC Fallout had 'fail state' endings.
Plaintiff wrote...
That could be a feasible option if Dragon Age was an open-world game, where the main plot is short, and not even the point of the game, but that's not the case. The vast majority of the content in Bioware games is in the main story. If you can't continue it, then the game is essentially broken. If players don't want to continue the story, then why the hell are they playing?
Let me pause for a moment to watch you yank that goalpost up and dash across the field with it.
Modifié par Maria Caliban, 30 septembre 2012 - 08:55 .
#17
Posté 30 septembre 2012 - 09:04
I'm not changing the goalposts. I just assumed that the debate was about Dragon Age and similar games.Maria Caliban wrote...
Let me pause for a moment to watch you yank that goalpost up and dash across the field with it.
You're basically saying "Bioware could implement this feature in Dragon Age if they changed every single thing about the series and made it into an Elder Scrolls clone"
If you have to scrap an entire project and rebuild it as a completely different type of game, just to include a feature, then that feature is not a feasible inclusion.
But if it satisfies you, I'll admit that my initial statement was, technically, wrong.
#18
Posté 30 septembre 2012 - 09:06
Modifié par Matchy Pointy, 30 septembre 2012 - 09:07 .
#19
Posté 30 septembre 2012 - 09:11
Plaintiff wrote...
I'm not changing the goalposts. I just assumed that the debate was about Dragon Age and similar games.Maria Caliban wrote...
Let me pause for a moment to watch you yank that goalpost up and dash across the field with it.
You're basically saying "Bioware could implement this feature in Dragon Age if they changed every single thing about the series and made it into an Elder Scrolls clone"
If you have to scrap an entire project and rebuild it as a completely different type of game, just to include a feature, then that feature is not a feasible inclusion.
But if it satisfies you, I'll admit that my initial statement was, technically, wrong.
Morrowind has a narrative that takes into account the player killing plot critical NPCs = The only way BioWare could do the same if they made Dragon Age an Elder Scrolls clone?
Modifié par CrustyBot, 30 septembre 2012 - 09:45 .
#20
Posté 30 septembre 2012 - 09:15
1) clicking on the trainer in Everquest with the wrong button got my character's happy ass slammed into the dirt in 2 seconds.
2) after playing horde for a while, I was in Tanaris and clicked the wrong flight master. My PC was dirtnapping in less time than it took for my EQ character when the flightmaster and 3 wyverns were finished with me.
So put me down for NO for random slaughter! Not that I think Bioware will do this, but still...NO!!
#21
Posté 30 septembre 2012 - 09:25
Actually, Fallout 3 had "critical characters" tagged as such and thus inmortal.Maria Caliban wrote...
It depends on the game. Morrowind let you continue playing. IIRC Fallout had 'fail state' endings.
#22
Posté 30 septembre 2012 - 09:27
Pretty much, at least as far as I'm concerned. The point of a Dragon Age game is to experience a lengthy story with some possible deviations. The point of an Elder Scrolls game is to explore a world, the main plot barely matters at all. You have the freedom to ignore it completely, and there's lots of other content to play, so if you kill an NPC and the main plot becomes unaccessible as a result (and I don't consider that "taking character death into account", personally), it's not a big deal. The same cannot be said of Dragon Age. If you kill a plot-critical NPC and can no longer continue the game, then the game ends. There's nothing else to do.CrustyBot wrote...
Plaintiff wrote...
I'm not changing the goalposts. I just assumed that the debate was about Dragon Age and similar games.Maria Caliban wrote...
Let me pause for a moment to watch you yank that goalpost up and dash across the field with it.
You're basically saying "Bioware could implement this feature in Dragon Age if they changed every single thing about the series and made it into an Elder Scrolls clone"
If you have to scrap an entire project and rebuild it as a completely different type of game, just to include a feature, then that feature is not a feasible inclusion.
But if it satisfies you, I'll admit that my initial statement was, technically, wrong.
Morrowind has a narrative that takes into account the player killing plot critical NPCs = The only way BioWare could do the same if they made Dragon Age an Elder Scrolls clone?
Maybe "clone" was the wrong word, since obviously there would still be differences between the two games, but the core of Dragon Age would be completely altered from its previous installments. It would be a different kind of game entirely.
Modifié par Plaintiff, 30 septembre 2012 - 09:29 .
#23
Posté 30 septembre 2012 - 09:46
Modifié par CrustyBot, 30 septembre 2012 - 09:47 .
#25
Posté 17 octobre 2012 - 05:31





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