Compared, to ME1....
...with DAO we lost the ability to explore sidequest locations at will after the quest playing out there was done.
...with ME2 we lost the ability to explore any location but the hubs at will, making the world appear small and fragmented. We also lost the ability to change the style of our companions' appearance.
...with DA2 we lost the ability to talk with our companions at any time.
...and lastly, with ME3 we lost the ability to deny our protagonist character traits we didn't like (namely, stupidity and guilt). We also lost the ability to be emotionally detached and neutral about many things.
The significant observation here is that these restrictions piled up on one another as each game took up the restrictions added by its predecessors in the development history and then added its own on top, and that the set of them together has a much greater effect on how the game feels to players than any single one. I think ME3 is the current culmination of a trend that increasingly doesn't let players act, but lets games act upon them instead. Increasingly, developers didn't think about what the player might want to do rather than what they wanted the player to do, which is, in my point of view, anathema to roleplaying.
Meanwhile, Mark Darrah said in one of the first interviews about DAI that they have a new design philosophy and want to give the players more freedom. That sounds very good. It is what I wanted to hear for a number of years. However, the ME team also said that ME3 would be more our story than ever before, and while technically that wasn't all wrong, they forgot to mention that our protagonist wouldn't be ours any more.
So, what do you think? Which kind of restriction would bother you most in DAI, and where do you think the DA team can do most to recreate a feeling that you're free to act in the game within constraints set only by major plot considerations?
For me, it's all of the above:
(1) Not being forced to express certain character traits with my protagonist. That should really be a given, and that ME3 did this comes across as some kind of "developers' original sin" to me.
(2) Talk to my companions at any time. It doesn't really matter if I can exhaust the options currently available fast or not. It only matters that there are some things I can talk about at any time, even if I only get a repeat of options after a while.
(3) Explore the locations of the game world freely after having unlocked them. It doesn't matter if there are events taking place there or not after the main plot has passed them. Unless main plot developments closed them off (as in being destroyed) they should remain accessible.
(4) Affect the style of my companions' oufits. I hate mage robes, for instance. Nobody with a jot of sense would wear those while traveling the countryside occasionally fighting stuff.
As usual, with things like (2) and (3) the knowledge that you could do those things if you wanted is as important, maybe even more so, as actually doing them. For instance, it doesn't matter that there aren't any events scheduled for an area after a time, it only matters that the world still exists to be explored.
Any others?
Modifié par Ieldra2, 09 décembre 2013 - 12:34 .





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