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Irx

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Posts posted by Irx

  1. What I'd like to see is how inability to make difficult choices can lead to terrible consequences.

     

    ME with its paragon/renegade concept kind of promised it, but the devs were too afraid to punish players who want to be heroes and always be good and never fail, which made renegade just a jerk, since sacrificing something was a useless choice, when you could always excel at everything and save everyone.

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  2. And while there was some flirting in PS:T, it wasn't exactly a full romance path--between Annah and Grace, the potential romances were never completed for one reason or another; considering the tremendous textual quality of PS:T at ship, I'd argue PS:T did not suffer from that lack.

    Though I haven't replayed PS:T for a couple of years, I do remember a bit about PS:T romances and don't agree that they are just "some flirting" and uncompleted. Do they follow the bioware formula for romances of late, like "flirt after a mission - get a character mission - another flirt - sex before the final battle" crap? No. But they are more than just flirting. Anyway, if there are romances in this game, I hope they're going to be creative and don't follow the same gameplay template like bioware always does.

  3. Imho, a house is probably the worst thing for a player base we can get in a game inspired by Infinity engine series. This is not a TES-like sandbox, so a place to dump stuff and trophies and "rp" is not really required. At least, not in a manner like it is done in TES/F3/FNV.

     

    Keep it simple:

    - A car in Fallout 2. Basically just a mount + additional inventory.

    - A camp from DA:O.

    - A pocket dimension from BG2:ToB.

    The latter two could use a lot of improvement, but the ideas are interesting.

     

    Or not:

    - A house in Drakensang. Not really fun, barely useful - and completely utilitarian. The one in DA2 is similar.

    - Strongholds in BG2. The fact that they are class specific is fun, but imo its too much work for too little output: wouldn't a single but much more developed stronghold with options for different classes/characters be a better idea?

    - ...which is basically what we got in NWN2. Which was kind of clumsy and felt like a minigame. This could be fun, but requires a lot effort to make right.

     

    Basically, I'd like to either keep it simple, or a real addition to story/gameplay, but not something in-between, like a gimmick house to keep stuff/decorate and collect companions in. Also, a citadel from Siege of Avalon or a castle from Ultima Underworld 2 are good examples of how to catch the right atmosphere for a player base.

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