secretsandlies wrote...
this is also true. however in BG games party members had their own opinions or agendas. Minsc can leave you if you fail to save the witch in time.
Jaheira can dump you, many things can happen.
Those choke points when companions can betray you or leave you, were not so obvious like in dao for example. You can also kill Drizzt... and you can make badass multiclass to solo the game as True Son of God.
Origins is a compromise of some sort between old fashion games and new games.
Allistair can leave you if you side with Loghain. Leliana will dump you (of sorts) if you defile the Ashes of Andraste. But yes, they were more obvious chokepoints, I will agree there.
And the ability to kill anyone, at any time, is a feature that I am really on the fence about. Having the ability to say "I'm going to fight this person" and not have to wait for the option to pop up in a dialogue wheel is much better than being forced down the "but thou must" road. But, at the same time, very few games have any built in content, reaction or response to these types of actions other than sending tons of random fights your way. So does it enhance a game all that much if you have the ability to slaughter entire towns?
I love having set attirbute stats that define and constrain what your character can and cannot do. I love having non-combat actions, skills and options. And I love having a lot of dialogue options.
I feel like DA:O tried to do these things well (and suceeded, just to a less degree than BG), but I think they far surpassed in the chocie and consequence department, as well as the story-telling department. In fact, if DA2 had been a lot like DA:O, but with some of the weaker elements that BG and other old-school RPGs did well, it may have very well been a truly perfect game.
The fact that Bioware has gone the other direction, which I view as the more Eastern RPG route of more cutscenes, more cinematics, set/voiced protagonists and more linear stories, is a tragic loss. But I am hoping they can overcome the obstacles these design choices have in creating player choice, gameplay and definition and strive to be a game that does both sides of the fence as well as possible.
Modifié par Fast Jimmy, 25 avril 2013 - 02:05 .