Pelmaleon Posted December 30, 2015 Share Posted December 30, 2015 Video in question: He brings up a lot of good points. Should balance in single player rpgs be more important than forging an immersive, unique semi-sandbox experience? I for one hope to see more ludicrous and idiosyncratic equipment in Pillars 2. Are we losing too much of the special something that makes a "great" rpg versus just a "good" rpg by making the game beginner-friendly (i.e. having fewer and tamer choices and mechanics) even while multiple difficulty levels exist? What are your thoughts? Link to comment Share on other sites More sharing options...
Sedrefilos Posted December 30, 2015 Share Posted December 30, 2015 (edited) I don't believe breaking balance on purpose is a good thing. Crazy equipment are good to be in if there is some very tough way to get them, but think about that: If you find the *best* item in the game at some point, why change to something else? I prefer items to be of equal power per "item level" so that I have a tough choice to make of what to keep and what to drop. And to be honest, I don't think broken items make a great rpg. Great story, characetrs, setting and, most importantly, great roleplay and interaction make a great rpg. Items are there just for the fun part I don't have any memories of items from the old games, only of characters and story. Maybe a couple of items like Lilacor and the 3-headed flail from BG2 On the choice part, I think he is mostly right. I found MrBtongue from this particular video and watched all the rest. He's quite good and I mostly agree with him. Edited December 30, 2015 by Sedrefilos 2 Link to comment Share on other sites More sharing options...
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