tmp7704 wrote...
No, to use an analogy it's situation akin to having two pairs of people in front of you. One pair has both guys 1.8 m tall, the other pair has one of the guys 1.8 m tall and the other 1.79 m tall. And then you insist these two are "fundamentally different" because one of the pairs has one of the guys minimally taller than the other. While technically correct, i simply question the practical effects of such difference.
No. Just... no.
Nullifying progression is completely different of having a very slow progression. The feeling is totally different, and the results are also.
Seriously, I can't even begin to understand how you can fail to see the difference. Honestly.
It's a bit like someone saying that murder and self-defense are the same because at some point there is someone dead (though this is a very weird example, I know).
Discrete levels don't really make sense to begin with. Again, preaching sense in fantasy rpg is lost cause.
Yes they do, because, as said in the very quote you answer to, they are based on a somewhat logical underlying concept ("if I train, I become better"). Level scaling isn't, it's purely, entirely, completely a meta-gaming invention, that flies in the face of the very reason many mechanisms were invented and what underlying concept they represent.
Just as above, there is a moment where discussion fails if you refuse to see the very basis of the argument. I can't explain that the red tile is not the same as the white tile when the person try to hear a different sound rather than look at a different colour.
And the overused "there is magic so there is no logic" is one of the worst pile of crap that has ever been used as an excuse for an argument. You're better than that, so please stop using it.
When a character have a nonsensical reaction, you don't say "it doesn't make sense, but hey there is magic in the world, so the characters don't have to make sense".
When there is a plot hole, you don't say "it doesn't make sense, but hey there is magic in the world, so plot doesn't have to make sense".
When there is a well thought-out explanation for things, an attention to details and the like, you don't say "it's useless, there is magic, so we don't need to have anything to make sense".
No, making sense is ALWAYS good. It's even the trademark of GOOD storyline, GOOD world-making and GOOD characters. They make sense.
Acceptable breaks from realities for gameplay or story consideration don't mean "you can throw away logic and do whatever nonsensical crap you want, there is magic so it's not the real world so everything is good !". No. They mean that you can take some different premices than the real world ("magic works") in order to make something, and you can tweak and twists some realities in order to improve the game. Level scaling is not a tweaking, it's a purely meta-gaming absurdity that simply allow lazier design.
Yes, but it seems you aren't trying to get mine. I said the encounters in Fallout felt the same, just like you claim every fight in the DA feels the same. You are focusing on the "whys" rather than on actual player's experience with the game, and i believe it's a mistake especially since blaming "dull combat system" is questionable -- Fallout and DA combat aren't that different mechanically.
I certainly did not felt that the random spear-wielding tribal was the same fight at level 1 and at level 10 in Fallout, and if I ever encountered a Deathclaw, the fight was VERY different if I was level 5 or level 15, so no, I just can't buy your affirmation that all fights in Fallout felt the same regardless of levels.
Now, if you wanted to say that you always did the same actions in Fallout, yes it may be so, but then again, that's exactly what I said : it's lack of variety in the combat gameplay, not a lack of difference in the progression part.
Again, they are completely unrelated. A car lacking an engine can no more move than a car lacking wheels, doesn't mean that both are the same kind of problem.
Modifié par Akka le Vil, 28 mars 2010 - 01:32 .