Wulfram wrote...
hoorayforicecream wrote...
Your hypothetical lead designer has said that locked chests and doors are here to stay. You have been tasked with making it engaging. How would you make it more fun? Do you think it is an impossible task?
Make lockpicking some sort of mini-game in which skills from all party members can play a part, though rogues probably have more and/or better relevant skills. And most of the time try to place them in occasions where failure can have consequences (like time pressure, or setting off a trap that might destroy the loot), so it's not just a case of repeating endlessly until success.
(Disclaimer: I really don't want minigames in DA:I, I'm just attempting to fulfil the brief)
Would lock picking be a group activity then? Is it an aggregate skill level for the entire group, or would it be a per-character basis? What sort of minigame would it be?
What makes it fun and/or engaging? Aren't you assuming that a minigame is automatically fun and/or engaging?
Have lockpicking allow for tactical advantages in combat, rather than being a requirement to access loot. You might be able to use it to avoid ambushes and things.
How would you reconcile this combat advantage to the players who enjoy role-playing from a lore perspective? I am not sure what you mean by allowing a tactical advantage in combat. Do you mean to make lock picking a selectable talent that not all characters (of a specific class) get?
Modifié par hoorayforicecream, 13 septembre 2013 - 10:37 .





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