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About Domigorgon

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  1. Agreed. The endgame should reflect your efforts up to that point and pose a challenge appropriate to your class and party. The original Fallout, along with Planescape - Torment, are probably the best examples of this. Researching the Super Mutants' sterility, or getting Coaxmetal to forge you the Blade of the Immortal, allowed you to defeat the Big Baddie through conversation alone. But it would also be cool if characters you helped along the way came to your aid, like Drizzt did in Baldur's Gate II when you fought Bodhi and her vampires. But I have faith in the team; I'm sure they've already thought these things through and will not disappoint.
  2. "Ye gods!" "Oh goddess..." "Thank the Powers!" Are these the phrases you are looking for?
  3. I get the feeling that the most recent update throws many of these good ideas out of the window. Project: Eternity will basically have a D&D-like pantheon, sans alignments. So much for that.
  4. I'd love to have unlockable extras in the game (i.e. they unlock when you finish the main quest or something like that). The Longest Journey, an adventure game, had an unlockable "Book of Secrets" which included concept art and voice-over outtakes. It would be neat if on a second or third replay you could turn on commentaries for each character and/or area. Of course, none of that is really necessary and the effort may be better spent elsewhere, but hey, so long as we're thinking wishful here...
  5. Since you mention Baldur's Gate 2, there are at least two more instances where you get "drugged" (magically or otherwise). Number one, a certain NPC betrays and drugs the party at one point in the game, which moves the plot forward. Two, if you follow a quest of a certain landowner (who later turns out to be a red dragon), you mistakenly slaughter innocents believing them to be monsters (all because the said lord/dragon has cast an illusion spell on you). Just thought I'd point out that something along those lines has already been done.
  6. How about... no villain? For example, imagine that your enemy is a harmful philosophy/ideology that has entrenched itself into your society (think nacionalism/Stalinism with magic to back it up). Kill a figurehead/leader of the cause, and it is easily replaced (an ideological hydra). Maybe there's some malevolent Power behind it, but it is (for the time being, until your character is of epic levels, at least) untouchable/transcendent. Of course, to drive the story forward, the game would require villains as points of focus, but they need not have to be irredeemable. Even Sarevok could be convinced to join your cause and, if handled properly, change his alignment.
  7. I would like the ability to 'turn off' (dismiss) a spell (one with a duration) if I (as a mage or priest) cast it. Especially if it's an area-of-effect type of spell (Stinking Cloud, Entangle, Web, etc.) that also affects my party. Say the enemies are dead, and the spell still goes on for a minute. It's only my party that is going to get stuck/damaged.
  8. The problem with modding communities is that modders do these things in their free time and are not paid for it. Big projects usually fail (i.e. stay unfinished), because they are rarely organized well, and everyone contributes only when they feel like it. Most people give up and move on as real life kicks in. But smaller projects (i.e. one-man jobs) are usually more successful (simple weapon/armor mods etc.). Baldur's Gate modding community basically did many small mods that were then brought together in "The Big Picture" and "BG Trilogy". I, too, prefer mods that do small changes (and give you a chance to easilly remove them if you don't like them, resetting things back to normal). Big mods (with lots of new content, possibly whole new campaigns) never seem that good to me, no matter the effort involved. It may be a good starting point in a career, sure, but it's still shoddy. Not saying this is always the case, but usually it is. People start modding games with big (unrealistic) plans, and then it all gets lost in modding limbo. I'm still hoping for Rogue Dao Studios to finish their NWN 2 Planescape mods, but hope is all they've given me in the past couple of years.
  9. I don't think it degrades immersion much if an inside of an inn is a bit larger than the outside. After all, it'd be rather cramped were it realistic, and then players would complain about how cramped it is (it would impair strategic positioning and characters might get stuck). But, yeah, NWN2 did overdo it at times (Moonstone Mask comes to mind). Dragon Age as well.
  10. I think you're onto something here. If Obsidian really doesn't fear to tackle mature themes, then maybe they should give the player ample oportunities to do some really vile stuff. Most roleplaying games don't let you do much on the evil side aside from lying, killing, and being an **** (KOTOR comes to mind, where you could become a Sith Lord from simply behaving like a spoiled brat - if the proverbial spoiled brat was given Force powers and a lightsaber). Fallout 3 also wouldn't let you kill kids. I never even tried doing that until I read somewhere that you couldn't. I mean, killing hundreds (thousands!) of anything that moves is OK, but not one single kid? Not even Princess from Little Lamplight? On that note, most games don't even bother to include kids (probably because they all agree that there is no point to include anything that you cannot kill). I'm veering off-topic and I know it, but I would like to point out that it would be grand if Project: Eternity could (at least in some small part) allow us to play sophisticated archvillains (Xanatos) rather than just another chaotic evil butcher. I always found that aspect somewhat lacking in most video games. As for the sexism thing... I am constantly reminded of the 'female armour' as discussed in some previous topics. Should the devs strive for realism, I hope they avoid armour cleavage and chainmail bikinis.
  11. Actually, one thing we haven't considered much is that Project: Eternity can and probably will draw lots of inspiration from actual history. I mean, even GRRMartin admits he was inspired by the War of the Roses and just added dragons and stuff. When the team announced the setting, it became obvious that it is rather analogue to the colonization period (with some early renaissance flavor). Drawing lessons from history makes fantasy books more believable.
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