The question is, What do you want in a strategy guide?
And, I guess, for designers: Are you planning a strategy guide for DA3?
So, based on DA2's guide, in my opinion.
Positives
- I thought it was nicely presented, visually. Concept art + screenshots etc.
- The extra lore, like a whole page on Grey Wardens, was worth reading.
- The crafting information, and where to find stuff was useful. (I had trouble with that, in game.)
- The information on enemies and resistances etc was good, but it should have been documented like that in the game. Like, it was necessary.
- I quite enjoyed reading about some of the story paths I didn't take - like when companions can leave etc.
Constructives
- Could use more boxouts just about little features, points of interest. (Like the Gem and the Chicken boxout in the Baldur's Gate 2 guide.)
- The maps didn't seem relevant, given it wasn't hard to find chests, etc, in game because they were highlighted. (I'm contradicting myself, because I couldn't find crafting reagents, but still.)
- I wanted much more detailed combat info, especially for nightmare, encounter based etc.
- The foreward by Mike Laidlaw was great, because it read quite differently to the usual "official" stuff. I'd really like to read little interviews with designers scattered throughout, in relevant places, with a focus on development "behind the curtain."
I dunno how everyone else uses/enjoys strategy guides. I tend to play the game at least once without a guide, then obsessively scour the guide while I'm playing subsequent playthroughs as well as carry it around with me for a while, like read it over dinner and curl up with it in bed (not in a weird way - well, not in a too-weird way.)
So yeah. strategy guide for DA3! With more combat, IMO.





Retour en haut






