The playthrough's I didn't finish were due to wanting to re-build my character, so maybe that's an issue - getting into the game and finding out that the playstyle you chose isn't fun or to your taste.
For me that's a really tough decision for game developers - how do you give the player an experience he wants without risking a build they don't like, but also maintain the element of surprise and wonder when new talents become available.
KOA:R attempted it nobely, but I really didn't like how it worked in practice and thought it felt messy.
Maybe it's time that developers started incorporating a "memory" system into the game, whereby skills/talents/spells which are rarely used fade in power and if a player wants to get rid of one in favour of the other they simply don't use it for X amount of time, giving them back exp/talent/skill etc. points to spend elsewhere?
Allan Schumacher wrote...
I have never finished Skyrim; even though I have played that game, everyday, since it came out, at least an hour or so, on average (usually late at night, to wind down).
Bethesda's games are the worst games for assessing quality based on whether or not someone completed the main plot. I'd argue the main plot for those types of games are included simply for the people that find a game lacking if it doesn't have one.
The trick Bethesda miss is that by having a main plot they actually restrict the feeling that there's a big wide world out there to shape as the player see fits.
They should give the player a motive to get started and allow the player to take it from there. Say the village in which the player has lived for 20 years being invaded and destroyed, so the player then has to go out and make a new life for themselves. That could then branch off however the player wanted. Chuck in a few rumours of great treasures, vixens, mystical places etc. to give them a motive to find things and away you go.
Modifié par SpunkyMonkey, 29 novembre 2012 - 10:27 .




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