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Showing results for tags 'Design'.
One thing I miss about the Infinity Engine games is the old AD&D Level Progression tables, you get a much more satisfying feeling earning 1000XP for a quest, instead of 100XP (a la 3rd edition, Star Wars, all other games using that d20 model). i really liked the fighter's progression table Level 2: 2,000 Level 3: 4,000 Level 4: 8,000 Level 5: 16,000 Level 6: 32,000 Level 7: 64,000 Level 8: 125,000 Level 9: 250,000 Level 10+: +250,000 XP But yeah larger numbers feels more rewarding (and more of a monolith to obtain). In conjunction quest/monster XP rewards should be
Many modern games these days like to gloss over the villain as a mere obstacle to the player’s hero. It’s understandable since the hero is the one in which the player spends most of his / her time with. In recent years I cannot recall any wonderful video game villains at all and most seem to be either mindless world eating threat or a misunderstood grey character in which the character was suppose to pity or redeem. After finishing a modern RPG I would remember some of the companions and some of the more interesting quests but I cannot remember the villain at all. Who was the villain in Ob
I know I'm going to be in minority, but here's this. I prefer games I play to be pleasing aesthetically. I prefer seeing well done character portraits, I prefer armour and clothes people wear to be stylish, I prefer character models to look good even if they are ugly (though there has to be made a distinction between intentional and unintentional ugliness), I prefer weapons to look cool and architecture to be breathtaking. However, it has to be within reason. Full-plate armour which shows cleavage is ridiculous, so are swords three quarter the wielder's height (unless they're designed to be u