esper wrote...
First for the auto-win/auto-resolve thing. I would not mind the option to have such a thing.simple so I would be able to skip over some parts of the game.
In da:o I would really like to play the game again and make some different choices for roleplay, but the combat in da:o is so painfully slow and that it drags on forever. There are two specific areas Kokari Wild and The Deep Road where my feeling is that it is combat, combat, and combat and if I could skip over combat I would be able to actually play the game again, but as it is I usally lose interest around these parts and thus never comes to the part I want to replay, sucking all enjoyment of replaying the game out of it.
As has been mentioned countless times, this completely severs the ability to have gameplay/story integration. DA:O (and ME1) didn't have a lot of it, but it is completely removed in DA2 (and ME2 and ME3) How well you do or the steps you take in combat have no impact on the story or the events of the game. Zero. Zilch. Nada.
If you take more than two minutes to fight the Arishok, does it result in the other Qunari jumping in the fray? If you don't position your party to protect the captured Templar, does Tarohe's minions kill him? Does using magic during combat in front of those who would have objections to it (either in your party or other NPCs) cause a reaction?
The answer is, of course, no.
This was present in brief flashes in DA:O, such as the Redcliffe battle, where an NPC recruited to fight the zombies could die... die not through a cut scene or the result of a specific dialogue choice, but through the action/inaction in combat. These types of variations make the game much more engaging for many players, as combat isn't just an activity where you plow through until the conflict is over, but rather a challenge where there is more at play than a binary "die-and-reload or win" factor at play.
If you could just press a button and skip the Redcliffe fight, would Lloyd, the blacksmith, the Elven spy and the Dwarven mercernary all just be dead automatically? If so, that would severely penalize those who use this feature. Would it let everyone live automatically? That would make it seem unnecessarily risky to ever engage in combat. Would certain NPCs always live, others always die? Then players will accuse devs of making canon certain character outcomes. Would the results be randomized? Players will then just reload the game until they get the perfect result, complaining that the devs are forcing them to waste their time with mindless load screens instead of mindless combat. Would the results be stat based? Then players will complain that the game mechanics promote only certain types of power leveling and penalized those who want to experiment with their builds, but may not want to fight in every encounter.
It quickly becomes a headache where any attempt to desegregate gameplay (combat) from story is considered for implementation, when it already is hard enough as is. As an example, who would ever become a blood Mage if there were negative story penalties for doing so, but where you could press a button and win every fight without a scratch? Why would you need that forbidden power when there is nothing you would actually be struggling against?
I sympathize with those who don't like combat, since I found DA2 nearly unbeatable on replays because of it. But skipping combat will forever mean combat is its own segment of the game, completely encapsulated, with no effect or consequence on anything other than "win/lose." Which ultimately hurts the game, as it is no longer attempting to be a unified experience, but a set of unconnected, fractured series of features and events. Which can seriously hurt the overall experience.
Modifié par Fast Jimmy, 19 juillet 2013 - 05:08 .