To my mind, the things that matter most about a climactic endgame confrontation are drama, complexity and difficulty.
1) Drama: it has to feel dangerous and important; much of what you care about has to be at stake.
2) Complexity: many strands are being brought together at a narrative level, and many of the skills that the player and their team have acquired throughout the story are tested.
3) Difficulty: hopefully, these are all being tested more than they ever were before, which adds to the sense of climax and danger.
In my opinion, the landsmeet at Denerim came close to a conversational boss fight, because it exemplified all these things. (The only sense in which it wasn't, really, was that it wasn't the final big confrontation of the game.) It was dramatic in that a huge amount was at stake; vital characters from the story could die as a direct result of what happened and it would determine whether or not the player could go on to help save Ferelden. Surely no one will argue that is was not complex! There were a huge amount of variables involved. And, finally, it was (in my humble opinion) quite difficult: approaching it without metagaming, it was hard to know for sure that any given approach would yield the result that one desired. (And getting Alistair to fight Loghain, which I found thematically appropriate, was much tougher than just having my city elf rogue gut him summarily.)
I think that a problem here is the sense that
some combat should be involved. I inherently feel this way myself. However, I don't know how to balance a sense of the conversation's importance with the combat's importance. At times, it feels a little farcical to me that, even after Loghain is indicted by the Landsmeet, he gets a chance to fight and win. How could anyone actually follow him after all that was revealed about him (in a successful Landsmeet), even if he (heroically?!) managed to beat someone with twenty years less combat experience than him? Yet I cannot deny that, in many ways, it feels *right* to face him physically, to have the satisfaction of beating him in a fight after all that's come before.
So yes: how does one make the player feel that the conversational battle matters if it still comes down to a fight at the end? Perhaps some modification to the fight, with bonuses or penalties? Perhaps one fights someone or something else, under different conditions?
Just my few thoughts. :-)
Modifié par Estelindis, 16 décembre 2012 - 02:08 .