Filament wrote...
I think injuries having a semi-permanent cosmetic affect would be nice (scars, idling animations, using staff as a cane). Being able to reverse it with semi-expensive magic would also be nice. Having a permanent/semi-permanent stat reduction would make me sad. I like how the trend in platformers seems to be to make death as unpunishing as possible (allowing them to ramp up the difficulty of the level itself) as I don't feel like punishment is really an effective incentivizing tool in a game that allows power word: reload/continue/etc. It just piles on frustration.
I love the compounding cosmetic injury effect thing. The Arkham games do that (and a few other games), and it's brilliant. It helps tie the combat and the storytelling together and adds to immersion. And since BioWare is the character/dialogue company and that's a major foundational element of DA, building in a few dialogue nods or minor scene alterations along with that would be even better. It's just extra reactivity. So it's not a combat fail punishment at all, but it does make your gameplay success/fail rate more significant to the storytelling and thereby more relevant to the player, in a different way.
edit: more cooperative AI I mean. There's already some at play in DA:O, and some skills added a bit of that element to DA2. Just more better badder is all.
edit 2: Consumables: I never carried more than 10 or 15 potions in DA2, most of which I paid to craft. The fact that I was paying for them early had a small effect on my usage, because I didn't want to spend game currency for consumables when I was trying to save up to afford more expensive upgrades or armor or whatever. Conversely in DA:O, where finding the higher level potions for purchase was more rare, I was a lot more willing to spend for them, even though I could make my own, which I also enjoy, with a little loot grinding or ingredient shopping. I wouldn't typically spend the two sovereign, but I'd buy the entire stock of the next level down, and craft more of the lower level items. I also made sure to spend points for poison and traps for at least one character, because I loved the way the non-combat skills could play into dialogue and side quests.
Traps I did use tactically in DA:O, but there just weren't that many occasions where they were particularly useful. I used them to aid in ambush type scenarios when my party was particularly underpowered against certain enemies in certain encounters in the game. I enjoyed them, even if I didn't use them so much. And using poison I typically reserved for when I was half way through a dungeon and out of inventory space more than any particular tactical reason. I liked crafting them and selling them, though, and I'm sure their effects were beneficial. I'd like all of that back. Edit: Also, I used particular a particular lot in this particular paragraph.
Modifié par cindercatz, 23 mai 2013 - 12:01 .




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