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Boox

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Everything posted by Boox

  1. I also voted for a large and stylized UI and that may be due to nostalgia, but nostalgia is also a part of the reason why I backed P:E to begin with. More specifically nostalgia for the mood, atmosphere and a sense of being transported into a completely different world that I felt when I played the Baldur's Gate series (my all-time favorite games ). A large factor in this was the UI and more specifically the smaller details: the stone-like appearance of the console, the way the buttons looked like they were carved by hand and the intricate clock in the bottom corner. Not to mention the beautiful portraits. For me, the UI sets the tone for the game and therefore feels important to me. I understand why the floating style UIs appeal to people. Aren't they popular in MMO style games (I haven't played any, so I apologize for my ignorance)? The fact that the player can customize how they interact with the game can be a big plus. Also, I am sure there are many benefits for this kind of UI in fully 3D games where you have to move the camera around a lot. I personally just don't like the aesthetic. However, I wouldn't be horribly disappointed if the UI ends up not being as blocky and space-consuming as the ones in the BG series, as long as the general feel is preserved. If the dialogue box in update #62 or the UI mock up are any indication, I have nothing to fear. I especially like the wood grain and, well, everything about the dialogue box. Whoever you are UI artist, you did a great job! Maybe if there is enough time, and this is most likely wishful thinking, we could have the option of having either a more old school UI or a more customizable and floaty one. Edit - I also wanted to mention that the scripted interactions look very nice and present an elegant alternative to cut scenes. Secondly, I hope that we don't see a radial menu like the one in Torment. It's probably just me, but I just couldn't get used to how it worked in Planescape: Torment.
  2. The large update is likely coming up this Tuesday (updates are released every second week on Tuesday, right?), so maybe we'll learn the official name then.
  3. As long as the little events fit into the wider scope of the game and they written well, I'm all for them. I agree with MemnochPSA. In my opinion, the Wire really hits all the right notes by slowly revealing more and more about characters' personalities and backgrounds without being overwhelming. Characters are gradually fleshed out over the course of the longer plot lines. So, I guess I'd go for sprinkling small conversations and remarks here and there while avoiding heavy handed scenes.
  4. I agree with you, forgottenlor. Ideally, I'd only like to know more about the classes and game mechanics, exactly for the reason you mentioned. I wouldn't mind if I found out about some background lore before the game is released, but other than that I definitely don't want to know much about the story, companions, other characters or cultures/races/etc before immersing myself in the game itself.
  5. I would also prefer a healthy mix of shorter, medium-long and long quests. I don't think that all quests need to necessarily tie in together to form one uniform narrative, due to reasons Rabain mentioned. However, I wouldn't mind learning a tidbit of information while rescuing the pig that would prove useful later, or making an enemy (or ally) of the mayor (who happens to be the farmer's uncle) if you fancy taking out the farmer and his family. I guess what I mean is that if quests don't tie into the world in some way, they don't feel as important or immersive (which is pretty much how I understood what Lephys wrote). I really enjoy the story aspect of IE RPGs and that's what I'd like to see in the quests.
  6. I, too, would like to see a large variety of different quest types. I would especially like to see longer quests that incorporate different themes/types into one quest along the lines of what SophosTheWise proposed. Maybe more importantly than the actual type of the quest, I think that quests should have a narrative component to add depth, e.g. allowing the player to further develop the PC through roleplaying and choices, gradually revealing more information about NPCs or the world, creating atmosphere etc. "Wolves have recently killed livestock belonging to farmers in the north. Please help the farmers by eliminating the threat. [Kill 5 wolves in the forest north of town]" - types of quests are pretty boring, in my opinion Unless there's some kind of unique twist to the quest. For example (probably not a good example of uniqueness), the wolf pack consists of farmer-werewolves and when the wolves are killed they revert to their human forms which could lead to a completely different quest. Ah, I guess I'm saying that I would like to see mystery/detective quests, too :D
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