A game like Fallout 1 or 2, for example, could offer way more options for you to go about doing something because it's just different text responses. I'm not saying this game should use text in the same way, but maybe a letter is left on a table for your character to read instead of having a certain coversation, or you read something posted on a wall, or there's a secret code mini-game that reveals information to you so you don't have to have conversations.
It seems like if one were to plot a chart, the moment at which RPG's started being fully voiced is the same moment they started being far more restrictive in their design. Combat-only design replaced more creative ideas involving skill checks, as an example. I personally would trade voicework in entirely for a fuller, branching RPG experience, but I realize that isn't a popular opinion.
Modifié par Lethys1, 08 novembre 2012 - 05:15 .





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