Allan Schumacher wrote...
You didn't used to artificially constrain encounters. This is a relatively new feature in BioWare's games.
Therefore, it cannot be necessary.
This is making the assumption that our games are functionally created and executed in the exact same way (on the same platforms, for the exact same purposes).
They aren't.
The rules of verisimilitude haven't changed.
To be fair, the DA games haven't done this much. But ME2 did it all of the time, and it was endlessly frustrating to turn around to find nearly every door I passed through had locked behind me.
Sure there is. It's why someone can take 50 shots in combat, and survive gigantic explosions and being turned into solid ice, but during a cinematic a single crossbow bolt that hits is deadly.
If an NPC pulls out a dagger, it is a cinematic dagger (instantly deadly) or a combat gameplay dagger (laughably ineffective)? I cannot determine my character's reaction to the dagger unless I know what rules govern daggers right then.
Do you take this into account when you test the game? Every moment of the game, how does your character feel? Moment to moment, what does he know, how does he know it, and what impact does that have on his decision-making? Because you should. That's roleplaying. Inhabit the character. What does he know? How does he feel?
Every detail.
Combat gameplay has always been an abstraction element of RPGs, going back to PnP. Once it became visual, it was still a visual abstraction. This is the way it's always been. It's a bunch of rules compiled together in order to make something fun and enjoyable. Justifications exist to explain the abstractions since the abstractions make it inherently unrealistic, but they're just justifications.
It's all abstraction. But it should be internally consistent abstraction, else is renders the entire gameplay exercise nonsensical.
Modifié par Sylvius the Mad, 12 décembre 2012 - 01:13 .