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Minigames
Minigames that can be avoided - like Pazaak in KotOR or almost all small games in GTA - are a diesease....thank God I don't have to play them, but wasting effort on creating and programming them makes me angry....but if most of the players want them, fine, I'll yield to the masses. But minigames - like Dice Poker in The Witcher 2 - which you HAVE to play as part of the storyline, are a pest! Kill it with fire!
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Would you like to see undead in Eternity?
Only where they "belong"...tombs, crypts and on graveyards during nighttime.
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Killing companions
I find it interesting that you guessed what I was refering to. Actually, I was talking more about DA:O than the abysmal DA2, but basically you are right:It depends on the plot. But then again: If some of your companions turn rogue and you are forced to kill him in the course of a conflict event....but chose to kill him silently some time earlier because you have the free choice to do so, then you could corrupt much of the game's story.
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Killing companions
Why would you want to kill them whenever you like? You wouldn't kill your friends just out of fun or "to see what happens" - only if they betrayed you in an unforgiveable way...or fight back when YOU betrayed THEM in an unforgiveable way. So, my vote for: "only in plot-driving conflicts/events".
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Let's talk about quest design
I'm also for balanced quests, some involving combat, some involving exploration and some involving social interaction and your companions.
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How forgiving is your cup of tea? (plot difficulty thread)
generic.hybridity makes a good point. I already liked this part in ME2 - haven't fully upgraded your ship or sent the wrong NPC to do a job? Bad luck, half of your crew dies. Being able to save them all gives you a real nice warm feeling. I'd love to see this in another game. But please: No plot-stopper, no matter how stupid you may act. So, my choice is: "hard".