Allan Schumacher wrote...
Developers aren't tying consequences to combat anymore and its making games weaker for it.
You say "anymore." Has that really happened much in the past?
One of the best examples of this I can think of is Mafia 2. Surprisingly, this game has slight variations in its storytelling and how events unfold depending on how competent and capable the player is in-game. It doesn't change the story and the divergence is minor, but it is very cool to see how they did it.
I actually wish this is how more choices in games were handled. Rather than a dialog choice, it should be up to player skill. I've always thought the common "choose who to save" choices should be solved by the player being able to save none, one or both characters, depending on how capable the player is within the game. I can't help but feel that putting the player in an passive observer position for the sake of the narrative isn't really making the most out of an interactive format like video games. The interactivity of a game should be more than just making choices from a UI or menu.
I think this is why people loved the scene in Bioshock so much where you bash whatshisnames brains in, because it is so visceral. You, the player, are really doing it, as opposed to just watching a cinematic play out.
And to the OP, your best bet is just to play on casual and steamroll over everything. I don't like DA gameplay, but this is how I play so I can get into the stories and characters. If that is not sufficient, I also recommend the console command "runscript_killallhostiles" - not sure if it will work in DA3, but it got me through a lot of fights I wanted to skip in DAO.
Modifié par scyphozoa, 20 mars 2013 - 02:33 .





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