The restrictions placed on PoE 1 to me made it less fun and restrictive. I know the argument is attempting to balance encounters, but coming from IE, or GemRB it just feels very limiting.
For example what is the logic of not being able to drink a potion or cast a spell before a big fight that logically to the characters is imminent. Why does it seem like all the spells are the same, but just "does 5 more damage".
I don't really know the GemRB games, but I'm guessing it's the Enhanced Editions?
Anyway, I really can't see this argument. Fights in IE relied on maybe a hard CC or two, hard countering layers upon layers of spell protections once in a blue moon, or just attacking with copious amounts of pre-buffs. Rarely did fights require any sort of real tactical considerations. Which is fine, don't get me wrong. Knowledge of the game and applying the correct buffs is a valid way to play. But it's not what I want out of a game like this.
Similarly, I don't even know what spells you're referencing with the "does 5 more damage" comment. Most spells that are upgrades of lower level spells add more than just damage, such as new damage types, AoE, sometimes a CC effect. Each of which adds a lot of tactical considerations. The Minoletta's Missles series is an example where you don't always just wanna pick the highest level spell for more damage.
Why is resting limited? I can carry 50 swords but can't carry resting supplies. Also isn't the whole limiting resting is more apt to a massively online multi-player game?
Because of Vancian casting. With the removal of Vancian casting now in Deadfire, I understand they're completely revamping the rest system. How, I don't know, but it's supposed to change.
The enchanting seems like it would introduce some more dynamic character builds, but then the game creators remove that dynamic character builds by limiting stacking of effects to a fault. Like, I am already limited to wearing two rings even though I have 10 fingers and hell 10 toes if we get down to it. I say the enchanting of items makes more sense in a massively online multi-player game, but seems out of place in a single player game and even more so since you aren't playing online at all and it actually kind of takes away from the in game items you find from fighting a "boss". It seems like none of the items are truly epic.
Because of balance? Which really does matter in single player games. I rarely, if even replay the IE games these days because whenever I create a character I like playing (straight Fighter, Barbarian, or similar) I keep thinking "Well why bother with this. I might as well play a Fighter/Cleric instead." Similarly, if I do play that, I think "Well why bother with this, I win the fights without trying too hard anyway."
By allowing a ****-ton of enchants on everything at all times, the power-levels available to the player will rise real fast. And then you end up with the scenario MaxQuest mentioned:
Hmm, because players would start prebuffing before every 2nd fight. Which could lead to two possible outcomes:
- the game becomes too easy. Obsidian buffs enemies. Prebuffing becomes almost a must, and basically a chore.
- the buffs are nerfed, because you no longer have to choose between casting a damaging spell or a buff instead of it during combat, i.e. the cost of casting a buff becomes lower, and thus it's effect is being reduced to match it.
Either the game is too easy and we have no fun. Or we have to do it and it all becomes a chore. Balance matters for fun.
Wouldn't it push the engine further to open up the system and allow more interactions and more craziness? Instead of limiting everything wouldn't it make more sense to have more intelligent AI systems?
A common criticism of PoE was it was too crazy with too much going on all at once. It's hard to read once the screen gets too cluttered with effects and actions.
On the other hand if you're speaking about power levels, then that's a whole 'nother thing. With crazy power levels, the feel of the game can spin out of control pretty fast unless the world and story are made for it. Like Diablo 3. Power levels are crazy from the beginning, and the world acknowledges it. That's nice.
Final Fantasy Tactics, on the other hand, you can be absurdly powerful and clean out maps on your own, but the game treats you like a wimp without allies. Creates a disconnect Obsidian are aware of and trying to avoid.
Finally, programming AI is one of the toughest things to do. This isn't a game with infinite resources. Saying "well, they could just program smarter AI" in fundamentally misunderstands some of the challenges Obsidian are facing as a developer.
The restrictions placed on PoE 1 to me made it less fun and restrictive.
And many of these restrictions made the game more fun to me. Whose opinion shoulder matter more?