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descalabro

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Everything posted by descalabro

  1. I think the graphic look used in BG2, IWD2 or PST would be fine. It was all marvelously drawn and colorized for a very rich and textured feel, but it didn't feel like a photo, it felt like a very detailed adventure book so I think this is the best approach, even if this were to be a Sci-Fi themed cRPG. Now, this doesn't mean all should be as still as it was back then. I like my old cRPG's to look like a beautiful water-paint but not to feel like one; even back then I missed some more animated elements, some vehicles, some really big creatures, sea waves, and a not so static nature in general. They talked about this during development of BG2 but I saw just a few of these elements at the city of Amn. With IWD2 we had a bit more of those animated elements, but still they were ocasional. To be completely honest, I think Project Eternity should be set in a Sci-Fi environment, because the market is over-flooded with Dark-Ages' style RPGs while there is A LOT to explore in an isometric Sci-Fi environment both visually and gameplay-wise. But I understand a setting like this would be too much of a risk to get the funds for.
  2. Concerning combat and scenario interaction, I think IWD 2 had the best mechanics for a pre-rendered isometric game: besides of an enormous amount of strategic possibilities in combat, you also had to face actual physical traps and puzzles which were fun to play and watch. Still, I think that for 2012+ standarts the designers should go way beyond that concerning the interaction our characters will have with the environment: I mean puzzles, traps, vehicles and enemies that can actually use the space (flying enemies!) and buildings around them to their advantage in combat (the very best example of this is the 2002 strategy game http://www.gamespot.com/robin-hood-the-legend-of-sherwood/. The amount of physical possibilities in this game is unbelievable considering it's isometric). Concerning the mechanics of dialogue and character development I think something like PST is just right, except it lacked the option to somehow save and quit during a conversation because some dialogues lasted for more than 50 minutes. As for rules in general, I don't mind them at all as long as they don't hinder the gameplay, and Black Isle games never had that problem.
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