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If only Dragon Age Origins had Food and Water


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51 réponses à ce sujet

#1
Ken555

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I wish Dragon Age had food and water, because personally I think Dragon Age is really realistic, as you can't eat food or drink water.

#2
krylo

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I wish they made role-playing games like they used to. These days it’s all big choices and visceral combat. I miss those old games, where you had to remember to drink water, and it took five hours real-time to fly somewhere.

#3
metatheurgist

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Good Times.

#4
UpiH

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If you're feeling thirsty, just go to the Brecilian forest temple and drink.

Modifié par UpiH, 13 mars 2010 - 07:31 .


#5
Ayanko

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Or drink some of oghrens home brew and fall flat on your ass, unless you pass a resistance check. Then Good on you.

#6
Elanareon

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Food, water and rest! Yeah!

#7
MutantSpleen

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krylo wrote...

I wish they made role-playing games like they used to. These days it’s all big choices and visceral combat. I miss those old games, where you had to remember to drink water, and it took five hours real-time to fly somewhere.


:lol:

Love Salarian gamers

#8
CybAnt1

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Remember ... fine line between realism/immersion and tedium.



I asked myself that same question regarding time/weather.



Yes it'd also be more realistic if your chars had to go to the bathroom every few hours, and do you know how hard it is to go to the bathroom in heavy plate armor? (I've read medieval armor had a little trap door for no. 1, but not for no. 2.)



Food/water is more common in MMOs, where there is no personal rest stop a la the party camp.




#9
MistySun

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A lot is missing which should be included...seats (or tree stumps) to sit on, sleep (like in The Witcher) , food, water, fruit (apples oranges etc) day/night cycles, weather, and swimming...lol i saw a lovely piece of water at the Dalish camp...it looked so inviting to jump in and have a swim :)

#10
Marso40

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About the only thing I'd like to see is day/night cycles. Kind of strange that it's always a certain time of day in certain locales.

#11
Andorfiend

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Heh. You can tell right away which people have played ME 2. ;D

#12
Random70

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You can tell right away who *hasn't* played Ultima VII



Every 5 min: "Avatar, I'm starving!"



Gets old reeeeaaaally fast

#13
KnightofPhoenix

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GTA San Andreas had that system. Nothing like losing your health in a middle of a firefight, because your character is starving. Because when you are in the middle of an epic shootout, the only thing you can think of is food.

#14
soteria

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And maybe they should implement perma-death, or at *least* a level lost for dying, too.



You know, I remember those old games, but let's face it, most of us who played MUDs that required you to eat food just macroed it or even just used a trigger. It was a touch of "realism," sure, but it really didn't add any gameplay value in the long run.

#15
sajahVarel

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Yeah it's like the cartography skill, everyone was picking it just to get the auto map, so in the end the later games just enabled it from the start (I remember the first wizardry where you had to take a piece of paper and draw the map yourself, old times...).

#16
Sarah1281

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It would have been nice had the game given you a better idea of how much time was passing, though. It was really weird when I headed staight to Orzammar as a dwarf, was told I'd been gone for a year, then went to the Circle Tower where Uldred and Wynne apparently took their sweet time returning after Ostagar for them to STILL not have their 'should we support Loghain or not' issue decided.

#17
Angband21

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sajahVarel wrote...

Yeah it's like the cartography skill, everyone was picking it just to get the auto map, so in the end the later games just enabled it from the start (I remember the first wizardry where you had to take a piece of paper and draw the map yourself, old times...).



I remember using up pads of graph paper mapping out dungeons in the early wizardry and the Bard's Tale series.

Made a real chore of the game sometimes. The last game I remember playing that had food and water was the old Realms of Arkania series.

#18
Alregard

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The maps are too small for day/night cycles and the encounters/questlines are a bit too segmented.  It would have been a waste of development time for the length of time you may spend in a particular map or section...imo anyhow!


Marso40 wrote...

About the only thing I'd like to see is day/night cycles. Kind of strange that it's always a certain time of day in certain locales.


Modifié par Alregard, 12 mars 2010 - 12:03 .


#19
Charsen

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Requiring food and drink is lame... Orzammar and the Werewolf lair would be ridiculously difficult to run through on one meal, especially since we have such a limited inventory...



But some food/drink effects, like a temporary +1 con from eating a steak or -1 willpower from having an alcoholic drink would be interesting, I guess.

#20
Havokk7

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A big "no" vote from me. I've played games that required it (NCR for NWN, for example) and all they did was add tedium.
We are playing a "computer RPG" not a "pen and paper RPG". We shouldn't be trying to make the former like the latter (the goal of the Hardcore Ruleset for NWN); we should be taking advantage of the things that the computer lets us do.

B

Modifié par Havokk7, 12 mars 2010 - 01:27 .


#21
Ken555

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Elanareon wrote...

Food, water and rest! Yeah!

Where's the food?

#22
Ken555

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Random70 wrote...

You can tell right away who *hasn't* played Ultima VII

Every 5 min: "Avatar, I'm starving!"

Gets old reeeeaaaally fast

How about Oblivion!

#23
Vengeful Nature

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My warden doesn't get hungry. He just gets more angry. Then he kills darkspawn. Problem solved.

#24
Feond

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You Drink darkspawn blood. Then there is the blood in Soldiers Peak. And you can also drink the Dragon's blood from Kolgrim for the Reaver unlock. What more do you want?





Add a bit of cinnamon to those drinks and they go down quite well.

#25
metatheurgist

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I think most people don't like food/water because in 99.99% of games it was an afterthought tacked onto the game that had no function other than be a meter that drained too quickly then annoyed players when it was empty. If it was built into the game mechanics in a meaningful way, it would add scope to the situations and environments you'd find yourself in.