Allan Schumacher wrote...
Fast Jimmy wrote...
In Fallout and Arcanum, you can wage war with every town, killing everyone there. This can make doing some things in game quite difficult.
But barring instances of mass genocide, in the first Quest for Glory, you wander into a cave and encounter a feral bear. If you engage it in combat, you kill it... and then it turns into the human form of the Baron's son, who you were sent to save. Whoops. Maybe combat wasn't the best outcome there.
True. But Quest for Glory is as much "Sierra Adventure Game" as it is an RPG. After you do that, the game pops up saying "Maybe you shouldn't have done that" and suggests reloading the game. At least it doesn't go "Space Quest" on us and let us know hours later we mucked up.
In Final Fantasy 3 (US), during one of the opening sequences, you can lose a fight that will not result in a game over, but will siginificantly delay you obtaining two characters, Mog and Umaro. In addition, you will lose the chance to unlock a certain type of move for Mog (the River Dance) at all in the game.
Interesting example.
Thank you.
Also, in regards to QFG, one of the main goals is to havea potion made that can dispel an evil spell. If you have that potion made and accidentally click the ground with it, your character will pour the potion on the ground and waste it. No getting a second potion, no having it rebrewed. That's it. If you get to the point in the game where you have to use the dispel potion? You will die. Over and over and over again. Because you don't have any other option.
The exact Space Quest dilema you outlined happened to me in one of my QFG playthroughs doing exactly this. I accidentally dumped out the potion and hit Quick Save and then, in frustration, quit for the day. I loaded it back up completing forgetting I had made this bone head mistake and got to the end of the game and had zero recourse. I had to start all the way over (because I am not one of those smart people who kept multiple saves).
I realize that QFG was a Sierra adventure game more than a true RPG, but Arena was a dungeon crawler more than a true RPG, just like Fallout was more of a IE turn based shooter game than a true RPG... it becomes difficult to peg what exactly IS a true RPG, honestly. I'm just saying games in the past have done it, they WERE doing it... but it now seems like a lost art. The ideal that making an RPG was about trying to think and solve problems instead of maxing DPS and killing as many mooks as possible. I think people get enough of that in WoW, honestly.
EDIT: And I'm not trying to say that Bioware or the DA team doesn't try hard in this department. I know their level designers do amazing work. And I can't wait to see what situations they have cooked up for us with DA3, because I know they have said they are working on making combat truly insane.
So it may seem like I'm throwing them under the bus. But this is true of many developers for many RPGs. That's why DA:O was so well received amongst many of my kind... it was like someone had dug up the playbook to making games with lots of options all over again, that it had been lost to the ravages of time, but rediscovered. Sure, it wasn't perfect. It took many elements which were used in other games and did them admirably, if not perfectly. But they attempted it.
But then it seems like most of those things that really made DA:O stick out, that really were callbacks to a different time in gaming, where the idea was to press the boundaries as far as possible in what a player could do and what the game would allow... it seems like most of those took a backseat in DA2. I'd love to see them return.
You know what they say... the best way to get a baby to cry is to give them candy and then take it away. Call me a baby, because I want my candy back.
Modifié par Fast Jimmy, 19 mars 2013 - 08:34 .