Fast Jimmy wrote...
I'm of a mixed opinion. In earlier Final Fantasy games, enemy creation was as simple as a fairly static model and a set of attacks. In 3-D games, enemy models are much more details and animated, so having a large host of different enemies that can fit different level plateaus is much more difficult.
For instance, would there be a Lesser Rage demon, a Rage demon, a Greater Rage Demon, a Master Rage Demon and a Bacon Rage Demon? Would they all have different skins and models? Etc.? What about bandits? Or Templars? Etc.? Certain enemies are easily re-skinned, but others make less sense/would require more work.
Having different enemy types scale to the encounters, rather than have the same enemies with scaled levels, becomes a pretty hefty investment. I think a system that limits open-world/non-encounter-specific fights would be better.
Or, to tie it into the idea I suggested earlier about the Reputation... maybe killing random enemies increases the Inquisition's Reputation. This would make sense (killing monsters is heroic and all) and it would also move the plot forward, limiting the amount of straight grinding that could be done?
The enemies of a similar type could be reskinned, or something similar to reskins. XIII did this.
An early-game enemy with 7,400 HP:

A similar, later-game enemy with 39,700 HP:

As for your idea, I'm not a fan because it prevents all content from being done--as a completionist, I hate that
However, if it didn't FORCE the plot, but rather merely opened it up to you at that time (as ME2 did with the later missions--though Horizon and the Collector Ship were forced) allowing you to do it--I like that idea. That basically requires you to spend time exploring, doing sidequests, etc.
Modifié par EntropicAngel, 16 août 2013 - 09:10 .





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