When the game does not exactly guide you to specific zones in a linear fashion, what is the point of having you able to outlevel entire areas of the game?
Who does that anymore in game design?
If we are able to play at our own pace and do so many things to level up, why aren't the challenges in the zones fixed to our level?
Or at least why is there not an option in the Gameplay Settings for this?
What is the point of having me head back to Exalted Plains when everything is so far below my character?
There are things you need to do if you are making an "Open World" game with non-linear zones. Not having your players outlevel massive swathes of your content is one of them.
So on the one hand at the start of the game you meet enemies 8 levels higher than you...then on the other hand you meet enemies 5 levels lower than you.
I feel as though this is another example of a hodge-podge of gameplay ideas with no clear direction. Build an controller based third person action game, a tactical overhad strategy game...an RPG experience with meaningful story and consequences, or a non-linear open world game with multiple zones, or an MMO with fetch 10 of this and that quests??
What is DA:I really?





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