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Tormentfan

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  1. Imagine Watcher's Keep with 10 levels, in each level you solve puzzles, learn more about the story of the place, interact with the inhabitants, have challenging combat encounters . How about a small town inside the dungeon, a interesting boss like Demongorgon in the end, maybe factions to form alliances. The dungeon is alive and is a believable place. This is what I hope. My nightmare: The only possible NPC interaction is: Should I kill this orc/darkspawn/Draug with a mace, a sword or an axe? The levels: No variation. How many shades of grey those caves have? Puzzles: Puzzles? There is no space for puzzles in modern game design. Today gamers only like to kill stuff, right? Linearity : Why I have a map , if I can't get lost? The end boss is: Just a bigger orc with a funny hat. Combat encounters: I just killed the whole orc race. Story: What story? You don't need it. Here, more stuff to kill.
  2. I really like the Dungeon idea. Let's just hope it will not be filled with just orcs to kill. I still have bad memories about NWN 2 orc caves and Dragon Age Deep Roads.
  3. Things I don’t want crafting to be: Just a cheap way of make the player more powerful A boring, time consuming process So operpowered that make the items found in the world completely useless (Skyrim , I’m looking at you.) So underpowered that became pointless To be required, if you want to survive What a I want crafting to be: A way to allow the players to use their creativity, provide alternative ways to complete quests and allow different, varied play styles.

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