Allan Schumacher wrote...
It should probably be noted that there's several PnP campaigns that occur by the staff in various universes and rule settings that happen every day of the week, in the office.
This doesn't include the numerous games that I know happen but just aren't literally played inside BioWare's offices after hours.
This is heart-warming. And why Bioware has some of the best people in the RPG industry working there.
Technology is not the problem. Game Design limitations and lack of initiative to do so is the problem.
This is probably one of the rudest things I've seen written on this forum. Just a blanket statement that we lack initiative. Thanks!
I'm truly sorry. This was in no way intended to be rude. I'm sorry it hurt your feelings.
I didn't say you lacked initiative to do ANYTHING. I said you lacked the initiative to do what you and Gaider said, in this very thread, you would not do, which is to take every minute detail of the game experience, like magically locking doors, and think of it from the character's perspective. Its not something Bioware's Design Team has an initiative for. I thought using the word "desire" might have been more offensive, so I did not use it, since that may not be the case. But you definitely don't have the drive/initiative to do it. There is no employee at Bioware like Sylvius (edit: that we know of), clamouring for small details that cost an inordinate amount of resources to try and bring a more mundane sense of realism to the game world.
And that's fine.
But to the criticize and mock a fan who thinks these details are important is, perhaps, one of the rudest things
I've seen on this forum. Calling someone's actions rude could be a violation of the site rules, though, so I refrain from doing so.
Obviously this isn't a big concern on Bioware's list (again, nothing wrong with that), but it isn't due to technical limitations, as the person I quoted earlier claimed. Its an issue of resources. Which is, ultimately, a design decision. The design team can only fit X amount of features in the game with Y budget and Z schedule.
But as a I said in my earlier post - it has gotten to the point where video game limitations (like you must stay in this room to prevent the encounter from bugging out or being to unmanageable) aren't even viewed as limitations any longer. Magically locking doors and unrealistic levels of damage (1000 sword strikes vs. one Murder Knife stab) and characters staying alive for days/weeks/etc. in a dungeon with no source of clean water or food... all of these aspects of game design were questioned when they were first introduced in the 80's and 90's. And a few games said "Okay, we'll try and address these segregations between story and gameplay." And they found that by doing so, their requirements and scope documents had extreme scope creep.
So they were tossed out in almost all future games. And are now considered just "par for the course." Again, nothing Bioware did or didn't do, its just how the industry has moved. Sylvius is just pointing out the fact that this segregation still exists. If Bioware doesn't want to acknowledge this segregation, that's their prerogative. But complaining about a fan complaining about it doesn't really accomplish much. Especially when that fan is Sylvius.
Allan Schumacher wrote...
From at least 6 on, the Avatar is actually invincible. He may "starve to death" but someone always utters "Kal Lor."
Two of my favourite RPGs of all time (6 and 7, plus Serpent Isle) have a game mechanic that literally makes it impossible to lose.
True. But, to be fair, it did set you back some time. You were transported back to one of the first beginning towns, losing any of your companions who may have also died in Ultima 7. In Serpent Isle, it was a lot more forgiving (where it would often teleport you back to the exact dungeon/area you had died in), but there was still a sense of penalty. For whatever that's worth.
Please note... I'm not hung up on magically locking doors or the need for eating food in a game (or taking bathroom breaks). I'm pretty much strictly arguing that Sylvius' right to request such a gameplay design, unhindered by dismissive remarks or undue levels of catechization, is totally valid.
Modifié par Fast Jimmy, 13 décembre 2012 - 01:04 .