You guys crack me up.
If i gave you a ton of money to create a game, your paycheck is riding on the line and you need everything to succeed as mich as possible, you going to lean towards making people happy by giving them what they enjoy. You guys are only considering some game principles and art theory and not business.
Things change even games and what people enjoy about them. 20 year old games do not have all the answers. I loved morrowind and, graphics aside, there is plenty i feel would not carry over well to new games.
If only someone gave me a ton of money so that I could get in the industry - it's impossible in my country and I'm stuck on working on boring-ass asp.net applications. :'(
True - and there are so many things we plebs don't know, such as the details about how they used their resources and what they had available - for example one may complain about the ship battle system, but the alternative would be it not being implemented at all because of the lack (or mismanagement, who knows) of resources.
I won't claim to know what is prudent, but design decisions to popularize and renovate a genre are tricky at best and at the same time there are a myriad of other factors which will affect how it sells. You have to make as many people happy as possible yes, but you can't be too hang up on making as many people happy as possible because that will compromise your vision eventually.
you going to lean towards making people happy by giving them what they enjoy.
problem is crpg fans enjoy nothing and are never happy. Ud spread more joy by manufacturing pharmaceuticals rather than games.
That's the dichotomy of groups really, two extreme factions under one label. In this case, fans of RPGs looking for empowerment, and fans of narrative agency. The first group wants powerful builds, advancement systems with plenty of choice, and the ability to demonstrate mastery of the game's systems. The second group wants the freedom to build the story they want, the world to react to that story, and the feeling of something greater than the individual parts. Pleasing both of those groups in a single game is genuinely hard.
I would never have one without the other. These go hand in hand in crpgs anyway. The gripe lies elsewhere. It's not that Deadfire hasn't done a good job doing both - it has, no matter what complaints we see in the forums about particular areas of the game.
They should add a new Berath's blessing - increase lvl cap to 30 and another Magran's Challenge - gain only 50% of the normal xp. That way everyone would be pleased...
Abilities requiring rest and a meal changed the game for me. Too bad the game is not balanced around it - early/mid casters are genuinely terrible. I always found it annoying that there were some per encounter and some per rest abilities. I always also enjoyed the impactful DnD spells that don't miss, but you need some resource management to maintain.
Solo challange improved the QOL of my solo playthroughs.
I modded the xp in the solo challenge I currently play to ~50% and it feels good so far. It would important though that to be dictated by the game, because I don't know whether that reduction will get me to the cap in a completionist playthrough.
Edited by Bleak, 01 January 2019 - 05:10 AM.