Sigh! I suppose it's too much to ask that people actually try to refrain from hyperbole when making arguments. Wartable missions were a significant source of influence (they generally were either power-neutral or cost power). The fact that you could gain influence through other means did not render them "useless". And earning influence through the wartable was far easier than earning influence by buying a limited number of rather expensive items from a vendor.
And of course having to plant a flag and then go back is a mechanism used to give people more freedom of choice about where to go in the world while trying to keep a coherent story. In other story based games (by Bioware and others) that area would simply be in another map or kept behind a story-locked door. Power and wartable missions are a less heavy handed way of doing the same thing.
Sometimes I feel sorry for game developers. Their customers are often both obsessed and completely unwilling to think critically about the design choices made in their games. This makes for an exasperating combination.
No. The whole war table thing just didn't need to be there. To me the whole thing was a rambling incoherent mess. They tried something new and I hated it. Simple as that.





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