I constantly compare previous bioware games to their most recent endeavors and wonder what is missing. Please do not misunderstand this topic, I love Dragon Age. With their recent announcement of Awakening, I feel as a gamer, I now have a chance to influence other expansions with their continued advancement with this franchise.
My current idea is an overhaul of the death system. Instead of the daunting, journey ending sign of the death of the party. Maybe a venture into the Fade; ie. A deal with a demon, fighting/outwitting/pleading with a spirit of Death, ect. This way, the character can continue as before, and the party brought back to life with a given amount of health and stamina/mana, depending on the outcome of the Fade scene.
Pros- The game continues and all decisions continue as well, without the daunting task of replaying all events prior to death and after the last save.
-Possible elaboration (potential new game play mechanics)
-Gamble system, ie. betting the demon to bring you back to life with buffs, or teleport you to a safe place. If you die, you go to your last save, or be forced to plead for your life.
-More complexity
Cons- This devalues the life of the main character, effectively making him/her invulnerable.
-Possibly balance issues.
Please, any criticism or other ideas are wanted.
Gameplay Future. How should the expansion change?
Débuté par
Peeping Thom
, janv. 22 2010 12:28
#1
Posté 22 janvier 2010 - 12:28
#2
Posté 22 janvier 2010 - 12:54
I don't see how this is workable.
If the post-death process is a net positive to the player, then you've devalued death. It can actually be in the player's interest to die and challenges in the game become less threatening.
If the post-death process is a net negative, players will just reload.
If the post-death process is a net positive to the player, then you've devalued death. It can actually be in the player's interest to die and challenges in the game become less threatening.
If the post-death process is a net negative, players will just reload.
#3
Posté 22 janvier 2010 - 03:09
plus, people really just want to play the game. If they die, restart from last save. What this sounds like is just extending the game every time you die without any plot or progression or benefit. That would get tedious to me while making death inconsequential. The net result is that it also devalues your hard-fought accomplishments. Just opinion.
#4
Posté 22 janvier 2010 - 03:22
I actually have seen this sort of thing done in CRPGs before. From my experience, it's a bad idea. It typically breaks immersion and leads to all kinds of unwanted complications. For instance, if you can do this, why can't everyone else?
Personally, I don't want my characters to die. If any of them fall, I usually hit the reload immediately instead of bothering to finish the fight. In general, death in RPGs, like IRL, is something best avoided.
Personally, I don't want my characters to die. If any of them fall, I usually hit the reload immediately instead of bothering to finish the fight. In general, death in RPGs, like IRL, is something best avoided.
#5
Posté 22 janvier 2010 - 04:15
yeah which leave the injury kits worthless. why not add wounds on critical.
#6
Posté 22 janvier 2010 - 04:55
Playing the same little cut scene everytime you die would be very repetitive. Also, that means that every fight would be easy, you go in and fight and, even if you die, you just come back with the enemy at half health. You would essentially be the Archdemon when slain by a non Grey Warden. Interesting but not quite right I think.
#7
Posté 22 janvier 2010 - 11:08
Carodej wrote...
I actually have seen this sort of thing done in CRPGs before. From my experience, it's a bad idea. It typically breaks immersion and leads to all kinds of unwanted complications. For instance, if you can do this, why can't everyone else?
Personally, I don't want my characters to die. If any of them fall, I usually hit the reload immediately instead of bothering to finish the fight. In general, death in RPGs, like IRL, is something best avoided.
I'm the same way. If even one person falls, I feel I did something wrong and reload. And heck, I rarely even use potions or healing spells, so it's even that much harder to do. I personally like the "revert to save game" method already employed. If everyone dies, there should be real consequences. Actually, I think letting any of your characters "die" should come with much greater consequences, and that injury kits should either be seriously reduced in power, number, or eliminated altogether...





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