If you could engage Ser Cauthrien in the fight and then press a button to win, why would you surrender in dialogue beforehand? You would have no fear of losing. Similarly, if you could win the fight with the pressing of a button, wouldn't most people press it if they began losing the fight?
This would result in almost no one winding up in Fort Drakon, which was one of the cooler levels in DA:O, IMO.
Similarly, how could the game have handled the tower at Ostagar without a cutscene? Because the PC players have the ability to use the killallhostiles console command, how would the scene move forward if it was used over and over again against endlessly increasing waves?
This is exactly what I'm talking about with the limitations to normalizing a cheat (which is what a "skip combat button" is). You would have far less scenarios where losing in combat would result in something other than a Load Screen, simply because very few players would see it. After all, if an "Auto-Win" button was implemented, who would go through the game and lose every fight, just on the off chance that the game somehow reacted to it? Other than purists, people would be tempted (especially on subsequent playthroughs) to skip combat if they were even in the slightest danger of losing.
Normalizing a feature like this causes a ripple effect on encounter and game design. It would be far better to include a Super, Super, Super Easy mode, which lets the player one-hit everything they come across (unless they are doomed to fail for plot reasons, where an enemy would be suitably powerful to strike them down). That way, everyone still operates within the parameters of the same game design, but those who seek to blaze through filler combat can without any real impediment.
Modifié par Fast Jimmy, 22 juillet 2013 - 01:13 .





Retour en haut





