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I don't want to play inventory tetris............


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#176
nicethugbert

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AmstradHero wrote...

Sorry, I'm out. Your arguments are so inconsistent that there's no point continuing this discussion. Previously you were advocating grind, now you're saying grind shouldn't be included at all. You're resorting to strawman arguments with no detail or larger context, and attempting to extrapolate my cases beyond the boundaries I've stated and using that as a supposed weakness in my argument.

I see no point to attempting to discuss this with you further, because you simply don't want to discuss the important issues in detail, and I'm done wasting my time attempting to get you to do so.


There is no inconsistancy on my part.  Games do not have to have grinding.  If they are going to have an XP system then I prefer they have grinding as a choice.  Questing can be practically the same thing as grinding in a game that has an XP system.

But, a story or quest based game does not need an XP system.  So, why bother with one?  An xp system detracts from story.  Isn't that the typical response leveled at any mechanism that role players do not like?

A story based game doesn't even need levels.  You just go do stuff for the sake of enjoying it directly instead of for the sake of getting some XP or level payout.

What's the matter?  You're bothered by the fact that for any RPG, most of it's customers will not finish the game implying that there is no benefit to the cost of producing a lengthy game?

Or, was the mere mention of Of Orcs and Men disturbing?

Seems like you can't stand a dose of your own medicine.

Modifié par nicethugbert, 16 janvier 2013 - 09:00 .


#177
Guest_Raga_*

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 I like the BG/DAO model better where magic items are rare and make a difference rather than the DA2 model where every fight produces 10 magic items with such insightful and informative names as "ring," "shiny boots," and "this leather thing."

#178
nicethugbert

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Ragabul the Ontarah wrote...

 I like the BG/DAO model better where magic items are rare and make a difference rather than the DA2 model where every fight produces 10 magic items with such insightful and informative names as "ring," "shiny boots," and "this leather thing."


Been there done that.  I'd like to see a real story driven action game.  Something without an XP system, even a level system.  I'd like to see something where eveything you do and acquire has a tight relation to the story, is for the sake of advancing the story.  I think DA series goes in the right direction when it does not have plain boring +stat items like in D&D.  And, the items do have interesting blurbs.  But, they just fall out of containers.  I'd like to see acknowledgement that these weapons are something special.  That there is a specific reason to go get one in particular.  I'd like to see items treated liike the high tech items that they are, as crucial tools towards the war effort, or mission, or quest.  I'd even like to see them get built instead of just found.  I'd like to see some research, some intel gathering in pursuit of items and the enemy's weakness.  This is the rational thing to do, not just wander around blindly, knocking the stuffing out of stuff.


When the purpose of the game is too tell a story, the combat is secondary, although it must be high quality.

But, since the story is the focus.  There is no harm in letting people have more control over their experience.  Not everyone wants challenging combat all the time.

Bioware recognized this in ME3 with their game modes: Story, Action, Adventure.  I think that is what they were called.

But, I think we can go further with sliders as I have explained a billion times.

#179
Giga Drill BREAKER

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I love inventories in RPGs, it is part of what make a decent RPG and it part of the reason why Dragon Age 2 was such a let down.