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Nenad

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  1. Somewhere in the middle I guess, but in the way that there are both high and low content zones at the same time (just not at the same place, duh). I think someone mentioned cities as high content zones, but I can imagine wilderness that are also high content. I would really like it if PE could recapture the feel of Morrowind where you could go on your way, expecting nothing except a wasteland and finding a curious looking tower that, upon closer inspection, can't be explored to the fullest without levitating to the higher levels and with a dungeon where the people of the world throw their fataly sick where you find the last dwarf whis has lost his legs so he uses steampunk spider legs, all with it's own story and relation to the rest of the world. It doesn't have to have a quest, or even a journal entry, or loot (although loot is nice when it's within context of the location), it's just interesting finding out something interesting that, at the same time, looks like it shouldn't be found but isn't out of context or looks like "HEY. HEY YOU. YES YOU. LOOK. LOOK WHAT YOU FOUND! IT'S NOT SUPPOSE TO BE HERE, AND IT'S MYSTERIOUS AND AWESOME". I'm guessing it's a hard balance to strike. And hard to explain what I want, hopefully exploration people (and whoever played Morrowind) here know what I mean. Anyway, I can imagine a wilderness with lots of sites like that tower. I can also imagine wastelands like deserts. So, why not have both? I would just like to point out to having all zones be "middle-content" doesn't sound good to me. We should have low, high and evevrything in between zones. Go with the flow, and context. Deserts shouldn't have much (I think having literally empty zones doesn't make much sense in a game, unless it's some kinda desert walking trial or something XD) content, cities are obvious high content zones, or specific wilderness areas (druid forest nation?). But I even more like non-obvious and non-cliche things like low content city (post apocaliptic city?), or a high content desert (underground nation?). It's also nice when in Torment you find details that you couldn't know otherwise about the main quest through side quests. It's those little non-obligaty non-forced things. I think things like that have a name but I forgot it. I kinda also remember an article talking about it... I think they called them player made stories, but that's not it. Like finding the story out because you're interested in it, and not because it's the MAIN QUEST and the journal says so or else the world is doomed. Edit: forgot to mentio, as if I didn't go on enough already, that if I had to choose, I'm leaning more to "content at everywhere" option. But then we need a game that's one huge exploration to balance things XD
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