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Bard's Tale IV and flop of 3 abilities per character


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#1
Melusina

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Bard's Tale is going to be released September 18th and it turns out it may have three or five abilities per character including regular attack. Yes, you heard me right. two special abilities and one attack ability.

 

I can see this being a flop. Buy it now on dev page or wait for fast and furious discount?



#2
Sharp_one

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Doesn't seem like it:
 
Early review

"Each archetype also contains a different set of skill trees, with a variety of different skills to experiment with."

I think you misunderstood some info, from the video below it seems you start with 3 abilities:



#3
Melusina

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Some people have played beta and on dev forums there was a outrage about this.
It also seems devs didn't even acknowledge the problem, but I'm not sure.

Edited by Melusina, 17 July 2018 - 05:27 PM.


#4
Humanoid

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I wish PoE only had three abilities per character.


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#5
marelooke

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Doesn't seem like it:
 
Early review

"Each archetype also contains a different set of skill trees, with a variety of different skills to experiment with."

I think you misunderstood some info, from the video below it seems you start with 3 abilities:

 

The UI in the demo doesn't seem to leave any room for more than three skills though. Hasn't really bothered me so far but then again, it's only a small part of the early game.



#6
Dorftek

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Well 3 abilities per class is around the same ud use as a martial class in PoE2. Just because u have an option to use others don't mean u will because of efficiency vs resources

#7
Gfted1

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It is my understanding that cRPG players will only use the most optimal path, to the detriment of their own game. So if anything Bards Tale sounds like it has 2 too many choices. :p


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#8
ShadySands

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Press A for awesome


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#9
Melusina

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Press A for awesome

 

Press R for repetitive. :D


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#10
Mamoulian War

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Looks like Mass Effect: Andromeda gave game industry more than silly cutscenes. But it’s not good thing either :p

#11
SonicMage117

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It is my understanding that cRPG players will only use the most optimal path, to the detriment of their own game. So if anything Bards Tale sounds like it has 2 too many choices. :p

I will always prefer button mashing to player choice, I'm still waiting for the day where multi-branching can compare to preset linearity in terms of story and structured gameplay.

Edited by SonicMage117, 24 July 2018 - 07:47 AM.


#12
Gfted1

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But there really isnt any "choice". Ive seen it stated over and over, if A is better than B, many (most?) players will choose A regardless of role playing or personal choice. They literally cannot help themselves. Whats the point pissing away resources on two more trees that nobody will use anyway?


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#13
SonicMage117

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"Egg-Sack-Li!" said the Spider named Jackie Chan.

All those resources put into "multi-branching" wasted and some people still wonder why an 8-12 hour no filler, linear rpg could possibly be better written and put together in a complete state moreso than the 60-80 hour rpg. I blame the developers for continuing to the same mistakes and also the consumers for supporting these types of things. I have more a problem with this than dlc's or locked content, I know most gamers will agree with me. This is, indeed what holds storytelling back within the industry, and yet it will be supported til the end - unfortunately.

#14
Mamoulian War

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But there really isnt any "choice". Ive seen it stated over and over, if A is better than B, many (most?) players will choose A regardless of role playing or personal choice. They literally cannot help themselves. Whats the point pissing away resources on two more trees that nobody will use anyway?


If choice A is better than choice B, then the game design is bad. Good design makes both choices appealing to pick for players.
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#15
majestic

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I'm still waiting for the day where multi-branching can compare to preset linearity in terms of story and structured gameplay.

 

Well, I think that narrative coherence and non-linearity are on opposite ends of the same spectrum in an interactive medium. You can have non-interactive, non-linear storytelling that is still coherent like e.g. The Time Traveller's Wife or Memento but as soon as you allow the viewer (well, player in case of games) to actually alter what is happening you inevitably end up with a event progression that's increasingly less coherent based on the amount of freedom given.

 

It's not a matter of the technology or budget at hand. Sure with unlimited size and money you could create a branching tree type of game where the narrative branches never collapse on a critical path but that would be having several narratives, not one coherent narrative. Since that is not really feasible the common solution is to have a directed network of choices - a narrative where everything eventually collapses on a single point before branching out to (possible) different endings.

 

And yes - quite frankly, if you leave the directed network out of the design, the narrative automatically becomes more focused by virtue of being, uhm, the single focus or the narrative structure.

 

Although that has nothing to do with skill trees. Eh...



#16
Melusina

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Game flopped hard. Unfortunately.

#17
ShadySands

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Already?


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#18
Tigranes

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Awful, awful reviews on launch, serious optimisation issues, and very haphazard media coverage on a niche RPG with terrible clunky UI and B-grade graphics? It ain't making any big bucks, ever.

 

As for the entirely separate question of whether it's a fun game to play - too early to tell, I'm waiting until real people have put a few hours into it.



#19
Lexx

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That's why Fargo said he buys Interplay if this game sells a couple million copies. Sure as hell won't happen. :>

#20
injurai

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That's why Fargo said he buys Interplay if this game sells a couple million copies. Sure as hell won't happen. :>

 

Oh, so that was deep reaching into the heart-pockets of whales? Yikes.






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