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Delterius

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Everything posted by Delterius

  1. Regenerating mana pools is the major part of the problem. Essentially, if you always have all resources at disposal, you're still spamming magic. Not only magic may be nerfed for the game's good (to be in line with those who don't rely on it), but the strategic concerns (saving spells, etcetera) are no more.
  2. Its weird how common this concern is voiced. Not only is the setting new, but its being developed especially for a CRPG series.
  3. This is true, but I'd pose that in a vancian system you can easily tell just how much magic the player might have at his disposal, and balance the entire game around it. No matter how slow your mana regeneration is, you can easily wait a while longer to cast again - unless you introduce a timer (and in such a overaching, game/adventure wide, manner that is sure to garner opposition from the community). Fixing the rest system seems easier than balancing the the mana regeneration. Agreed. There are many spells that are simply a no-brainer to carry around, because at one point during your adventurer there might be a spellcaster and busting his protections is important (BG2 example); and the game has ways to hint at the player when, say, 'trolls inhabit the area ahead so do bring that fire/acid weapon enchantment'. But I do think that games often neglect to make certain things predictable. . . . It appears that Vancian's not on the table. I am, however, satisfied. From what I've seen, I believe the designer is aware of the strategic implications a Vancian system brings into the table and the limitations the player must deal with (a decent rest limiter) lest everything becomes pointless. So I look forward to the magic system in the works.
  4. Which seems quite likely. So, where's the problem? Except by does not react well, I'm getting a different vibe than just slows the projective. Like, the veil itself explodes kind of reaction. Or possibly some sort of feedback for the wizards. I believe the disappearance of the ward do not mean the bullet do not suffer it's effects. In any case, the explanations are vague enough that there are many possible realities. I'd assume that whichever is needed for things to work is how the world works (specifically magic and how it interacts with the mundane).
  5. This is a matter of opinion, like almost everything else being discussed on the forums... Good gameplay is part of what makes good story in videogames.
  6. Hmm, doesn't this sort of thing fall into the category as the 'same rules for all involed, PC and AI alike', right? I suppose this concern was sparked by the combat/non-combat abilities segregation.
  7. I have to disagree with the last part. 'Done well', to me at least, is something that hasn't been done in any BioWare game I'm aware of. If you enjoy a love story based around the player being invariably good looking (because 'the player often agreeing with the love interest' has become either a rare trait or easily circumvented), and you make a thread after thread about the subject of 'which character you didn't get to bed in the last game', then I don't think the communtiy, as a whole, even cares wether romances are done well or not. The direction BioWare is taking their writing proves this. That said, every community has their focus. And wherever romances are implemented in a game even remotely related to Baldur's Gate, the community that's created around the game is often rather poor. That's why I'm wary of romances. And also resources. ME series. I can't comment on it because my experience is purely DA related. I will say that I believe ME's dialogue system is bland, which weights heavily against whatever I think about the story.
  8. Hepler's statement can rage from 'OK' to 'Shameful'. OK because there are games where combat isn't central to gameplay, and it certainly doesn't have to be in CRPGs (but it is for good reasons). Shameful is also possible because she's a writer. If she actually meant 'tell a different story that doesn't require combat', then no problems there. It would be even commendable. But that's very, very unlikely to be the case - just look at BioWare's 'story' (but really 'dialogue' or, one might say, 'cinematic') mode, which is the cheaper way to appeal to those who don't care about combat that much (or, as she puts it, women - I wonder where were the girlfriend mode haters back in 2006). Skipping gameplay isn't good storytelling. Its not even videogame storytelling, much less any good for roleplaying. I'm pretty sure that the original poster can rest assured that there will be a suitable easy mode, even if that easy mode tends to slightly challenge him. But anything below that should be relegated to cheat commands or not included at all.
  9. Don't be silly. We enchant our hats to eat indisciplined apprentices. Rain is warded against with a simple veil.
  10. I have to disagree with the last part. 'Done well', to me at least, is something that hasn't been done in any BioWare game I'm aware of. If you enjoy a love story based around the player being invariably good looking (because 'the player often agreeing with the love interest' has become either a rare trait or easily circumvented), and you make a thread after thread about the subject of 'which character you didn't get to bed in the last game', then I don't think the communtiy, as a whole, even cares wether romances are done well or not. The direction BioWare is taking their writing proves this. That said, every community has their focus. And wherever romances are implemented in a game even remotely related to Baldur's Gate, the community that's created around the game is often rather poor. That's why I'm wary of romances. And also resources.
  11. The bioware community isn't bizzare because biowarian romances aren't unskippable (at worst they are thrown at your face in a uncomfortable and cheesy manner that is only surpassed by the 'romance' itself) - but rather that the bioware community seems more concerned about this sort of thing than the game itself. A mere mention of bioware doing something (it can totally be closing itself) springs 10 threads about possible stereotypes for love interests.
  12. I only support this sort storytelling inconsistency for MMOs because that whole genre is bloated with them. And because their itemization tends to suck. Whatever justification for this either feels tacked on or ends up robbing items of their identity. In a single player game? I don't know. Sounds like plain bad storytelling to me.
  13. 1. CRPGs are combat centric. Even the greatest exceptions are combat centric in their mechanics. And Baldur's Gate and Icewind Dale (two out of three) are a lot of things, but exceptions to that. 2. Optional easy modes exist. Even very easy modes exist. Below that is skip for no game-reason mode. 1. I'd say they are generally a mix of combat and conversation centric. Icewind Dale definitely leaned towards combat, but PS:T is on the other side. 2. I don't really know what we're arguing about then. 1. You said 'IE Games', but forgot that PS:T is one out of 5 + expansions. Even PS:T has its combat centrisms. 2. Easy mode is a trope, you don't have to suggest it. If you must, if you only 'play for the dialogue', then you don't want easy mode. You want something else.
  14. 1. CRPGs are combat centric. Even the greatest exceptions are combat centric in their mechanics. And Baldur's Gate and Icewind Dale (two out of three) are a lot of things, but exceptions to that. 2. Optional easy modes exist. Even very easy modes exist. Below that is skip for no game-reason mode. With the exception of tragic handicaps, I'm willing to bet most people are capable of getting better at things.
  15. I don't see why that should be true. No, this is first and foremost a game, and story never comes first in a game, not compared to game mechanics, balance, user interface, overall fun and so on. Of course, in RPGs, like in graphic adventures, story is far more relevant than in other genres and can add a lot to the experience, but it still is "additional value", it shouldn't ever be the core purpose of the experience. interacting with the story is a major part of most IE games. as is character creation and progression. those are all part of the game mechanics you speak of. And they are all designed for and around combat. If combat becomes pointless (and by pointless I mean whatever satisfies the 'only for the dialogues' player base), then those mechanics are pointless as well.
  16. I think IGN employers should voice every character. Somehow that's fanservice to someone.
  17. Just let me add to the quote pyramid of Not Really a True Fan ™ Shame. The update aside, I think that a easier way to 'fix' this issue with attributes was to forbid the player from removing too much of a given stat. Point-buy systems did that.
  18. Which is kinda weird, its not like the BG series was above adding pointless villager NPCs whose only existance is to speak in a proto-british accent seemingly unique to the lower class.
  19. And thus, she dies. Or maybe she escapes. Or maybe she's sold into slavery. If you character didn't care enough about the elven maiden, there's no reason to care now that something happened. Or the alternative: You took a few minutes to run to the shop to buy some arrows, and thus missed the stated deadline to save her by a few minutes. Yeah, no thanks. If the 'shop' is close enough, I can certainly see there being enough time to acquire your ammunition and saving the woman. Though I'd question why you'd risk someone's life if the vendor is very far. Regardless, you can make that all up or you can actually experience that in the game. A well-written bandit note claims I have a few days to get the old or else the villager's son will die. The father's concern is expressed in a most heartfelt manner. I 'rest' at the inn for anywhere between 2 months and a year, I even go to some other town and save a orphanage - but I'll always save the kid just in the nick of time. The narrative just failed because the game mechanics did not support it. Or, you know, replayability.
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