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Should there be more realism in a fantasy game?


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#1
Realmzmaster

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I have been reading a lot of different threads about wanting realistic weapons, scabbards, bow strings and more realistic armor. Why stop at just that amount of realism?

 

I think games should take some cues from earlier crpgs. I would like to see weight, food and water requirements. I want death to mean something. I want the return of perma-death. 

 

I would like to see injury kits become first aid kits. The point it to stabilize the companion until the party can rest to better tend the wounds. Another companion would have to quickly assisst the wounded companion or death could occur.

 

I want to see non-regenerating health, stamina and mana unless time is taken to recuperate. I would like the return of status effects like poison, paralysis and severe non-lethal injuries that take a companion time to recover. If the companion continues with the party the injury will affect both in and out of combat performance.

 

If the injury is extremely severe  companion would unavailable until recuperation is over. The companion would heal at a keep that the Inquisitor has acquired or be force to stay at an inn for that time period.

 

Locations should not appear on any map until either the party or operatives find them, get information about them from some source like purchasing or receiving a map. 

 

I would also like to vary the amount of mana used for a spell so it could have different power levels.

 

I would like more than three classes. In fact the ability to make a custom class would be nice barring that the addition of more classes would be nice.

 

Just a few suggestions

 

Some of these Bioware has done in previous games.


Modifié par Realmzmaster, 24 mars 2014 - 03:10 .

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#2
Perseus the third

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I have been reading a lot of different threads about wanting realistic weapons, scabbards, bow strings and more realistic armor. Why stop at just that amount of realism?

 

I think games should take some cues from earlier crpgs. I would like to see weight, food and water requirements. I want death to mean something. I want the return of perma-death. 

 

I would like to see injury kits become first aid kits. The point it to stabilize the companion until the party can rest to better tend the wounds. Another companion would have to quickly assisst the wounded companion or death could occur.

 

I want to see non-regenerating health, stamina and mana unless time is taken to recuperate. I would like the return of status effects like poison, paralysis and severe non-lethal injuries that take a companion time to recover. If the companion continues with the party the injury will affect both in and out of combat performance.

 

If the injury is extremely severe  companion would unavailable until recuperation is over. The companion would heal at a keep that the Inquisitor has acquired or be force to stay at an inn for that time period.

 

Locations should not appear on any map until either the party or operatives find them, get information about them from some source like purchasing or receiving a map. 

 

I would also like to vary the amount of mana used for a spell so it could have different power levels.

 

I would like more than three classes. In fact the ability to make a custom class would be nice barring that the 

 

Just a few suggestions

 

Some of these Bioware has done in previous games.

 

some of the points here are good. like more classes and variation of mana used for a spell. however the death thing isnt really bioware i think, also i think saying i want is a little bit aggressive. what if they dont incooperate any of this ideas, will you stop playing the game.

 

but like i said, some of your points sound awesome.



#3
Eveangaline

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I would like to fail saving the world because I got diarrhea and died of dehydration.

 

 

Also what does  "I would also like to vary the amount of mana used for a spell so it could have different power levels."  have to do with realism, at all.


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#4
Stelae

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Maybe it could be done as an adjunct to Nightmare Mode, or like it was in Fallout New Vegas -- optional.  

 

The only problem is, implementing rules for fatigue and food/water consumption, for example, would take us to places DA has never been before.  The games don't currently have the sort of crafting or inventory system that would support it, and it's not like you find food laying about; whole new classes of objects would have to be made, re-specced and tested.  That's a lot of work for a game only a few months from release; it's better done from the ground up.  

 

Also, if it were not done really, really well, the story would take second place to wondering how many of item X you could carry to survive without taking up all your pack space.  That's the first thing I mod out of the Bethesda games. 



#5
Aimi

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I, for one, would like to have two-thirds of the companions die of dysentery before Level 10 because the player didn't make her Inquisitor a banker.


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#6
Mirrman70

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I also think that travel times should be more realistic. I think that since DAO took a year of ingame time it should have taken a year of my time as well. do you see how unfun making a fantasy game realistic can be? most people don't have fun when a game becomes more difficult to survive or complete than our actual lives. I personally play games to escape the stress of life.

 

also the mana thing, if I attach a generator capable of powering an entire building to a flashlight the flashlight isn't gonna shine brighter just longer. why should mana and spells be different in that regards?



#7
ElitePinecone

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I don't really agree at all, OP. There's a place for all those things in games, but I don't think it should be in Dragon Age.

 

Too much realism to the point of aggravation makes the game 1) a chore and 2) completely unappealing to anyone except the uber hardcore grognards. At some point you're going to have to make concessions for the sake of gameplay, and I'd much rather an unrealistic game that's fun and captivating, rather than something which aims for realism and just annoys me.

 

And if we're talking about Dragon Age being a viable and sustainable AAA franchise, it absolutely cannot turn away half its audience by being aggressively difficult, overly complex, nitpicky and basically old-fashioned. Forcing the player to stop every half an hour for a drink of water would do that.


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#8
Darth Krytie

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I'd rather not. I play games to avoid as a getaway from irritating rl stuff. I don't like feeling irritated in my off-hours.


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#9
smoke and mirrors

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I want my fantasy game to be a fantasy game .



#10
Nimlowyn

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I prefer realism in the story and lore, myself. That's what I love about the mage question in DA. David Gaider wrote, I believe in WoT, about the nonchalant manner in which magic users existed in other franchises; I believe his rhetorical question was something like, "How can you trust someone who knows a charm spell?" Likewise, the question that sparked the chantry was, "What if Christianity was founded by Joan of Arc?"

By extension, realism in story and lore includes realism socially. That's why I had a hard time playing as a mage in DA2 (at first! Until I got creative and developed a head canon I really enjoyed) and why I personally found romancing Fenris very satisfying (he shares some similarities with my husband).

As for realism in game mechanics, as you describe it... I like the idea of tiered injuries, but I don't know if I'd be so aggressive with the penalties. It all sounds frightfully tedious. I definitely do not want perma-death. With Bioware's emphasis on characters and story, I don't see that happening outside of the plot.

#11
Brass_Buckles

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I want a certain degree of believability, but not to the point it becomes annoying.  I was using a needs mod in Skyrim, until I realized it was tremendously slowing down my gameplay and bogging down my inventory with food items.  At that point the novelty wore off, and the additional difficulty became nothing more than an additional annoyance, something that was getting in the way of my gameplay experience, even though the mechanic added some immersion to the game.

 

I do not want permanent death.  I do not want to have to wait for in-game months for injuries to be healed, when we've got mages with the abilities to handle those kinds of injuries.

 

Having health and mana regenerate with rest makes sense; however, regenerating during travel isn't bad if you're wearing a certain accessory or have the game on the lowest difficulty setting.

 

I do want reasonable armor for everyone--no skimpy outfits in cold Ferelden, no chain bikinis.  A needs option for food, drink, rest, and disease wouldn't be horrible, but I don't want it forced on me because as I noted above, it can slow down gameplay and I have other things to do besides play the game.  I don't think horses/mounts should be immortal; we should have to take care to protect our assets, whether they're mounts or men.  I could go on, but my point being, realism to a certain degree is good, but I don't want my gameplay to be overboard on realism, because at a certain point it stops being novel and fun and starts being really tedious.


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#12
Ispan

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These sort of things belong in some fantasy games, but I don't think extreme realism belongs in a game like Dragon Age that focuses so heavily on story.  I'm enjoying the info we've gotten about the changes to health regen, crafting and such, but a lot of these points sound like things a game company would implement because they didn't have enough content to fill "X" amount of hours.



#13
KaiserShep

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I don't mind things like weight affecting the stamina or cool down of powers, since Mass Effect had a mechanic like this for weapons and how it affected things like biotics. However, too many restrictions and having to micromanage things like food, water, treating injuries and such seem incongruous to a game that places such a great deal of emphasis on its story.

 

Permanent death in a game that could be 40 hours long? Hell to the mother-loving nah.


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#14
Eveangaline

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 Oh, we should also have realistic need to shave legs/faces/pits we don't want to get overgrown. And pop in for haircuts.



#15
KaiserShep

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Imagine if the inventory system was realistic, where you could only travel with a couple of smaller items, and if you came across any new weapons or armor, you could only take them at the cost of disposing of what you already have. After all, you shouldn't realistically be able to walk around with a dozen choices of sword or dagger everywhere you go.


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#16
Andraste_Reborn

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I went through all of that with the Realms of Arkania games in the nineties. As far as I'm concerned, realism about food, disease and dangerous temperatures can stay there. Never again do I want my whole party to die because I didn't bring snow shoes and blankets when we went over a mountain.

 

Casual permadeath is much harder to pull off in a heavily story-driven game like the DA series. (Baldur's Gate only ended the game when the PC died, because none of the companions were vital to the plot.) Not to mention that it's a lot harder to be deprived of one party member by status and/or death when you have only four of them.


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#17
metatheurgist

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I want strength to matter in how much you can carry. Being able to carry stuff was a warrior power. They effectively nerfed warriors by disconnecting the link between strength and carrying capacity. Make stats matter!



#18
Blackrising

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Not something I'd be interested in at all, at least not in Dragon Age. (Skyrim, for example, is another story entirely.)



#19
CybAnt1

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I think games should take some cues from earlier crpgs. I would like to see weight, food and water requirements. (1) I want death to mean something. I want the return of perma-death. (2)

 

I would like to see injury kits become first aid kits. The point it to stabilize the companion until the party can rest to better tend the wounds. Another companion would have to quickly assisst the wounded companion or death could occur. (3)

 

I want to see non-regenerating health, stamina and mana unless time is taken to recuperate. I would like the return of status effects like poison, paralysis and severe non-lethal injuries that take a companion time to recover. (4) If the companion continues with the party the injury will affect both in and out of combat performance.

 

If the injury is extremely severe  companion would unavailable until recuperation is over. The companion would heal at a keep that the Inquisitor has acquired or be force to stay at an inn for that time period. 

 

Locations should not appear on any map until either the party or operatives find them, get information about them from some source like purchasing or receiving a map. (5)

 

I would also like to vary the amount of mana used for a spell so it could have different power levels.

 

I would like more than three classes. In fact the ability to make a custom class would be nice barring that the (6)

 

Just a few suggestions

 

Some of these Bioware has done in previous games.

 

(1) Yes, I know, it's a puppy killer, but I'd be fine with food and water necessity as a toggle. There are still games that implement food and water, but don't require it as a necessity, like WoW. Weight requirements -- well, as I keep saying, there's one huge requirement. First, they need to calculate the weight of everything in the game. That's not a trivial problem (it may mean finding real world equivalents and running to a scale). Secondly, inventory would need to go from party inventory to personal inventory, as the STR of the party varies. 

 

(2) As I keep saying on this one, people mean different things by "perma-death," but in general, perhaps that ("death should matter more") should be tied to game difficulty or put on a separate toggle. 

 

(3) In general, they make injuries slightly debilitating in this game. A few minor penalties to combat and stats. They're also easy to remove/cure. I actually would agree with making this a bit more hardcore, since injuries are the main penalty you or your companions pay for "near-dying". 

 

(4) There were still plenty of status effects in DA2: you could be blinded, confused, enslaved, paralyzed, knock-backed, stunned, silenced, put to sleep, and staggered. (There were also paths to resistance and immunity to many of these effects too.) Should more of your enemies used abilities against you that had those effects, should they have put back overwhelm? I'm down with that for DAI. 

 

Many games poison and bleeding are continuous DoTs that will keep doing damage until you receive bandaging or a healing spell. Usually, though, over a finite amount of damage or time that will not necessarily result in death. I wouldn't mind the most insidious kind of poison being a DoT that will bring your health to zero no matter what, unless it's neutralized beforehand. 

 

(5) This does seem to be how things work in DA. Maps are not revealed internally until you explore them, and you may need to discover new map areas to go to them. 

 

(6) I hear you brother. I'll settle for a fourth class. Unfortunately, I doubt someone will even be able to write one as a mod. (There were fourth class mods for Origins.) Maybe we'll get one in the expansion. I'd love it. 



#20
Knight of Dane

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This is a rpg, not a survival game. I like to be able to handle combat casually, if I want more difficult gameplay I will play a more difficult game.

 

It's the route Dragon Age has had that I like it for.



#21
Vapaa

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I disagree with every single point you made, OP.



#22
Mockingword

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I would like to fail saving the world because I got diarrhea and died of dehydration.

 

 

Also what does  "I would also like to vary the amount of mana used for a spell so it could have different power levels."  have to do with realism, at all.

Come on, Eveangeline. Didn't you cover basic magical theory in high school?



#23
CybAnt1

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Well, they had to skip a semester at Hogwarts Academy, where they covered "Mana Variation 101". 



#24
A Crusty Knight Of Colour

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Survivalist gameplay mechanics are often confused with realism because they encompass the same area, but they do serve different purposes. 

 

In this particular sense, while I would like more realistic gameplay (formations and flanking given more emphasis over ability spam and cooldowns, less encounters with less enemies period, pre-encounter positioning given more importance, as well as more environmental interaction - destructive environments, weather having meaningful gameplay effects, different terrain types doing the same, etc etc), I don't think suvivalist gameplay mechanics would mesh well with the Dragon Age franchise as a story oriented, cinematic movie game with RPG combat filler in-between CYOA dialog segments. There is little else to a BioWare game nowadays.

 

Survival is not a stated goal, as it is assumed that the player will always progress regardless. There is no deviation for fail states, there is no reactivity for gameplay-related failures or events. The player reloads and continues. A lot of older games did have these mechanics (though not always reactivity), as it was assumed that the adventure would take it's toll on the party and that the player must deal with it, being richer for the experience. There was a larger framework that supported such a design. Whether it was the thrill of raiding dungeons that were long, filled with puzzles and required pre-planning, whether it was exploring the open world and finding secrets or stumbling into massive, optional locational/quest content. It was hinged on a risk/reward proposition that the Dragon Age games simply don't have. And it's by design, not by accident.

 

Origins touches on it, and had more potential for such ideas and mechanics, but they don't actually follow through (places like The Fade and The Deep Roads). Dragon Age 2 certainly doesn't. No reason to think DA:I will be any different.

 

While I would like/love permdeath back, and all the other things with it, I'm just not sure that the Dragon Age franchise is the place to find it. To be perfectly honest, Project Eternity seems like the fantasy RPG most likely to scratch that itch. 

 

I do like the idea of letting the player control the amount of mana used in spells though, it touches somewhat on what the Elder Scrolls games used to do well in spell creation. Sure, it was massively unbalanced. But that was part of the fun.

 

Also, I feel that cartography in general is one of the most underutilised elements of RPGs that could actually be integrated and made fun in gameplay.


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#25
Realmzmaster

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I would like to fail saving the world because I got diarrhea and died of dehydration.

 

 

Also what does  "I would also like to vary the amount of mana used for a spell so it could have different power levels."  have to do with realism, at all.

If a mage has control over mana then the mage has control over the amount of mana used otherwise spells would not have different mana costs. What I propose is that the mage also be able to control the amount of mana for any particular spell. So instead of putting 40 mana in the fireball spell for example the mage can place 20. That would halve the effect which can be used for groups that do not require the full effect.