LogicGunn
N3
I'll relinquish one bullet. Where do you want it?
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: LogicGunn
PSN: LogicGunn
Posts: 868 Likes: 1,715
inherit
2060
0
1,715
LogicGunn
I'll relinquish one bullet. Where do you want it?
868
November 2016
logicgunn
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
LogicGunn
LogicGunn
|
Post by LogicGunn on Oct 15, 2019 13:17:52 GMT
I like a mix of skill progression. I'm cool with skill trees or any other system, but I also really like things needing "unlocked" to be used. Like in DAO when you could only get the Blood Magic spec by making a deal with a desire demon. I like consequences to things. It makes a lot of sense to need to use a skill to progress to a stronger one. Want to be a mage? Start healing people, get better, and eventually you can raise them from KO. Oblivion's system was terrible in that it needed you to meta-level to max out, but the idea behind it was a good one. I'm kind of hoping for a combination of things in DA4. Something more interesting and natural than just points when you level up.
|
|
Dukemon
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
Origin: Dukemon11
PSN: dukemon09
Posts: 486 Likes: 280
inherit
1139
0
280
Dukemon
486
Aug 22, 2016 22:50:07 GMT
August 2016
dukemon
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
Dukemon11
dukemon09
|
Post by Dukemon on Nov 10, 2019 11:20:33 GMT
I prefer the talent, skill and attribute style from DAO. That felt much more organic. I don't want to be taken by the hand like in Inquisition, not possible to skill my PC the way I want. And stop this class restriction. An mage who has not live in the circle should have the possibility in that life to learn wearing a heavy armor and using melee weapons. It should not be impossible to the circle mage.
|
|
inherit
1033
0
Member is Online
31,214
colfoley
16,556
Aug 17, 2016 10:19:37 GMT
August 2016
colfoley
|
Post by colfoley on Nov 21, 2019 0:55:16 GMT
So watching my wife play Skyrim the other day it reminded me of something I'd be curious to see for leveling characters...if they can make it work.
Basically when leveling I always thought that it should come via repitition. Basically if you want to level up your dual dagger skills you have to use dual daggers. And that gives you experience in each weapon type and when you level up in those types you can spend a perk in that tree. Eventually if you get enough experience you can level up and spend it on an attribute like Dex, Constitution, etc.
Only pitfall I can see is taking magic into consideration, that might make it wonky.
|
|
inherit
529
0
7,815
Nightscrawl
3,266
August 2016
nightscrawl
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda
|
Post by Nightscrawl on Nov 21, 2019 5:50:23 GMT
So watching my wife play Skyrim the other day it reminded me of something I'd be curious to see for leveling characters...if they can make it work. Basically when leveling I always thought that it should come via repitition. Basically if you want to level up your dual dagger skills you have to use dual daggers. And that gives you experience in each weapon type and when you level up in those types you can spend a perk in that tree. Eventually if you get enough experience you can level up and spend it on an attribute like Dex, Constitution, etc. Only pitfall I can see is taking magic into consideration, that might make it wonky. I experienced this in games like Skyrim and in World of Warcraft (before weapon leveling was removed). To me, it just becomes a chore. I can appreciate, on a meta level, the immersion factor of such a system, but actually playing with it is not my idea of fun.
|
|
inherit
1033
0
Member is Online
31,214
colfoley
16,556
Aug 17, 2016 10:19:37 GMT
August 2016
colfoley
|
Post by colfoley on Nov 21, 2019 5:52:53 GMT
So watching my wife play Skyrim the other day it reminded me of something I'd be curious to see for leveling characters...if they can make it work. Basically when leveling I always thought that it should come via repitition. Basically if you want to level up your dual dagger skills you have to use dual daggers. And that gives you experience in each weapon type and when you level up in those types you can spend a perk in that tree. Eventually if you get enough experience you can level up and spend it on an attribute like Dex, Constitution, etc. Only pitfall I can see is taking magic into consideration, that might make it wonky. I experienced this in games like Skyrim and in World of Warcraft (before weapon leveling was removed). To me, it just becomes a chore. I can appreciate, on a meta level, the immersion factor of such a system, but actually playing with it is not my idea of fun. its kind of my fear as well. the idea sounds neat and realistic hence 'immersive' but it could easily end up not being fun or overly restrictive. Basically though it springs from IRL you only 'level up' by actually doing things. Or reading about it. Might not translate to video games and how your more typical RPG handles such things (FO 4, GR, ME, DAI) is perfectly acceptable to me.
|
|
correctamundo
N5
Dr Obfuscate
Don't knock the little winds. They're important - for morale.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
Origin: correctamundo1
Prime Posts: A thousand and then some.
Prime Likes: They never liked me! No one likes me!
Posts: 2,830 Likes: 5,270
inherit
Dr Obfuscate
807
0
Nov 10, 2023 13:59:26 GMT
5,270
correctamundo
Don't knock the little winds. They're important - for morale.
2,830
August 2016
correctamundo
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
correctamundo1
A thousand and then some.
They never liked me! No one likes me!
|
Post by correctamundo on Nov 22, 2019 8:25:43 GMT
I experienced this in games like Skyrim and in World of Warcraft (before weapon leveling was removed). To me, it just becomes a chore. I can appreciate, on a meta level, the immersion factor of such a system, but actually playing with it is not my idea of fun. its kind of my fear as well. the idea sounds neat and realistic hence 'immersive' but it could easily end up not being fun or overly restrictive. Basically though it springs from IRL you only 'level up' by actually doing things. Or reading about it. Might not translate to video games and how your more typical RPG handles such things (FO 4, GR, ME, DAI) is perfectly acceptable to me. I find it more depends on how you approach a game like Skyrim. Either you can do it like - hey I have skill to level up, let's do it by grinding repetitions ad nauseum. OR you could do it like - HEY there is a World out there to explore! Oh and incidentally it seems I got a skill and level increase while out on an exciting adventure.
|
|
inherit
1033
0
Member is Online
31,214
colfoley
16,556
Aug 17, 2016 10:19:37 GMT
August 2016
colfoley
|
Post by colfoley on Nov 22, 2019 8:34:28 GMT
its kind of my fear as well. the idea sounds neat and realistic hence 'immersive' but it could easily end up not being fun or overly restrictive. Basically though it springs from IRL you only 'level up' by actually doing things. Or reading about it. Might not translate to video games and how your more typical RPG handles such things (FO 4, GR, ME, DAI) is perfectly acceptable to me. I find it more depends on how you approach a game like Skyrim. Either you can do it like - hey I have skill to level up, let's do it by grinding repetitions ad nauseum. OR you could do it like - HEY there is a World out there to explore! Oh and incidentally it seems I got a skill and level increase while out on an exciting adventure. I would point it out that way of thinking only works if the individual playing the game considers the game world they are exploring...worth exploring.
|
|
inherit
265
0
11,980
Pounce de León
Praise the Justicat!
7,910
August 2016
catastrophy
caustic_agent
|
Post by Pounce de León on Nov 22, 2019 8:43:01 GMT
I'm fine with most, but I like the ones that level up by applying the skill best (TES). I don't mind the cheesing. I usually just play along and then it just comes natural according to my playstyle (usually sneaky thief/archer in Skyrim). Not sure about Oblivion any more, but sneaky wasn't that great in Morrowind. Not that it mattered because I got Netch leather eventually. Sweet, sweet netch leather. I do feel they gimped alchemy pretty hard after that. In the end what I play is mostly down to the controls and mechanics. Crappy archery - melee character or mage. Difficult control of spells. Melee character. The rest of the game pretty much needs to support skill variety lest there is little point in trying to play as a mage when the management of the UI isn't fun (Skyrim mage - but I blame action rpg for that, too - and game balance).
|
|
inherit
265
0
11,980
Pounce de León
Praise the Justicat!
7,910
August 2016
catastrophy
caustic_agent
|
Post by Pounce de León on Nov 22, 2019 8:44:08 GMT
I find it more depends on how you approach a game like Skyrim. Either you can do it like - hey I have skill to level up, let's do it by grinding repetitions ad nauseum. OR you could do it like - HEY there is a World out there to explore! Oh and incidentally it seems I got a skill and level increase while out on an exciting adventure. I would point it out that way of thinking only works if the individual playing the game considers the game world they are exploring...worth exploring. Bethesda worlds were usually worth it.
|
|
correctamundo
N5
Dr Obfuscate
Don't knock the little winds. They're important - for morale.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
Origin: correctamundo1
Prime Posts: A thousand and then some.
Prime Likes: They never liked me! No one likes me!
Posts: 2,830 Likes: 5,270
inherit
Dr Obfuscate
807
0
Nov 10, 2023 13:59:26 GMT
5,270
correctamundo
Don't knock the little winds. They're important - for morale.
2,830
August 2016
correctamundo
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
correctamundo1
A thousand and then some.
They never liked me! No one likes me!
|
Post by correctamundo on Nov 22, 2019 11:06:57 GMT
I find it more depends on how you approach a game like Skyrim. Either you can do it like - hey I have skill to level up, let's do it by grinding repetitions ad nauseum. OR you could do it like - HEY there is a World out there to explore! Oh and incidentally it seems I got a skill and level increase while out on an exciting adventure. I would point it out that way of thinking only works if the individual playing the game considers the game world they are exploring...worth exploring. Sure, but if you don't find the world of Skyrim (well any elder scrolls game really) worth exploring you are entitled to your WRONG opinion. Joking aside if the player don't find the world worth exploring my suggestion would rather be play something else. So my preferred ability progression system will always be through studying, training and practice. Combined with a form of overall leveling. That is experience from exploring the world, tasks and quests opens up points for abilities/skills but skill usage itself is required for advancing the skill itself.
|
|
inherit
529
0
7,815
Nightscrawl
3,266
August 2016
nightscrawl
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda
|
Post by Nightscrawl on Nov 22, 2019 19:06:49 GMT
OR you could do it like - HEY there is a World out there to explore! Oh and incidentally it seems I got a skill and level increase while out on an exciting adventure. This is making a lot of of assumptions about how people play the game. I do get out there and explore the world. I also RP, which means that I intentionally limit the kinds of quests I take. I would say that, with my RP, I'm limited to perhaps 80-90% of the content, perhaps less. I don't do "evil" daedra quests, I don't do thieves guild or similar criminal quests, and on my current play, I'm even going to avoid both the mage college and the main quests*. Yes, there are a lot of dungeons and radiant quests out there, but many dungeons are also going to be hampered by not going on these major quests. * I'd like to do the civil war, but you also have to have started the dragonborn main quest to complete it, which I'm trying to avoid on this play (using Alternate Start). If I could complete the civil war while ignoring that aspect, I would.
|
|
inherit
1033
0
Member is Online
31,214
colfoley
16,556
Aug 17, 2016 10:19:37 GMT
August 2016
colfoley
|
Post by colfoley on Nov 22, 2019 19:20:50 GMT
OR you could do it like - HEY there is a World out there to explore! Oh and incidentally it seems I got a skill and level increase while out on an exciting adventure. This is making a lot of of assumptions about how people play the game. I do get out there and explore the world. I also RP, which means that I intentionally limit the kinds of quests I take. I would say that, with my RP, I'm limited to perhaps 80-90% of the content, perhaps less. I don't do "evil" daedra quests, I don't do thieves guild or similar criminal quests, and on my current play, I'm even going to avoid both the mage college and the main quests*. Yes, there are a lot of dungeons and radiant quests out there, but many dungeons are also going to be hampered by not going on these major quests. * I'd like to do the civil war, but you also have to have started the dragonborn main quest to complete it, which I'm trying to avoid on this play (using Alternate Start). If I could complete the civil war while ignoring that aspect, I would. out of curiosity what is going to be your finished objective with this PT of Skyrim?
|
|
inherit
529
0
7,815
Nightscrawl
3,266
August 2016
nightscrawl
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda
|
Post by Nightscrawl on Nov 22, 2019 20:23:20 GMT
out of curiosity what is going to be your finished objective with this PT of Skyrim? I don't necessarily have one. I'm busy with other RL stuff at the moment, so I mainly want to have a Skyrim where I can just casually hop on for a bit, do some radiant questing, ride a horse, camp in the wilderness, and then hop off.
|
|
inherit
492
0
Apr 23, 2024 12:38:25 GMT
3,019
OhDaniGirl
Incoming...
1,085
August 2016
ohdanigirl
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda, Anthem
|
Post by OhDaniGirl on Nov 23, 2019 1:54:57 GMT
OR you could do it like - HEY there is a World out there to explore! Oh and incidentally it seems I got a skill and level increase while out on an exciting adventure. This is making a lot of of assumptions about how people play the game. I do get out there and explore the world. I also RP, which means that I intentionally limit the kinds of quests I take. I would say that, with my RP, I'm limited to perhaps 80-90% of the content, perhaps less. I don't do "evil" daedra quests, I don't do thieves guild or similar criminal quests, and on my current play, I'm even going to avoid both the mage college and the main quests*. Yes, there are a lot of dungeons and radiant quests out there, but many dungeons are also going to be hampered by not going on these major quests. * I'd like to do the civil war, but you also have to have started the dragonborn main quest to complete it, which I'm trying to avoid on this play (using Alternate Start). If I could complete the civil war while ignoring that aspect, I would. www.nexusmods.com/skyrim/mods/71465/?
|
|
inherit
529
0
7,815
Nightscrawl
3,266
August 2016
nightscrawl
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda
|
Post by Nightscrawl on Nov 23, 2019 3:02:45 GMT
OhDaniGirl Thanks for the link! Unfortunately, I've already started my play and I do like the shipwreck option available in Live Another Life, as it allows some immersion as to why your character is level 1 with nothing. I was hoping there was a mod I could use in addition to LAL.
|
|
inherit
11380
0
2,084
adonniel
648
Dec 17, 2019 15:10:19 GMT
December 2019
adonniel
|
Post by adonniel on Dec 18, 2019 15:06:47 GMT
My main concern is not listed here: modern games tend to over complicate things. Whatever they come up with, I want it following the KISS rule.
The best system for me was in DA Origins. It was most comfortable and most fun to use.
I was going to say that it would be nice to obtain bonus abilities through special quests, but then remembered that in Inquisition in order to upgrade your character's class, you needed to do special training with one of those 3 guys that appear at Skyhold and I found those quests to be an utter pain in the butt to a point where my Inquisitor most of the time doesn't actually choose to upgrade.
|
|
inherit
4406
0
Apr 21, 2024 17:05:44 GMT
602
duskwanderer
Awesome
1,011
Mar 12, 2017 22:45:38 GMT
March 2017
duskwanderer
|
Post by duskwanderer on Jan 2, 2020 2:30:29 GMT
When it comes to gaining abilities, the ideas should be simple, but you should vary it just a tad to keep things interesting. Most skills should be obtained through a level up. However, you could get a starting skill through race and class, and a few skills can be obtained through performing tasks in game.
|
|
LukeBarrett
N3
BioWare Dev
Game Systems Director for Dragon Age
Posts: 254 Likes: 3,450
inherit
BioWare Dev
324
0
Apr 20, 2024 15:22:12 GMT
3,450
LukeBarrett
Game Systems Director for Dragon Age
254
August 2016
lukebarrett
|
Post by LukeBarrett on Jan 4, 2020 15:15:13 GMT
My main concern is not listed here: modern games tend to over complicate things. Whatever they come up with, I want it following the KISS rule. As the person in charge of this, I can say that my guiding principle is to ensure all rpg systems have immense depth for those who engage but are also immediately understandable and simple for those who don't want that depth. I liken it to how some people want an easy combat experience and others want it to have the 'nightmare' experience - the whole system is (theoretically) built to handle both.
|
|
inherit
7754
0
Apr 18, 2024 17:10:28 GMT
3,397
biggydx
Finished Dissertation long ago lol. Now happily employed :D
2,202
Apr 17, 2017 16:08:05 GMT
April 2017
biggydx
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Jade Empire, Mass Effect Andromeda
|
Post by biggydx on Jan 4, 2020 15:34:07 GMT
My main concern is not listed here: modern games tend to over complicate things. Whatever they come up with, I want it following the KISS rule. As the person in charge of this, I can say that my guiding principle is to ensure all rpg systems have immense depth for those who engage but are also immediately understandable and simple for those who don't want that depth. I liken it to how some people want an easy combat experience and others want it to have the 'nightmare' experience - the whole system is (theoretically) built to handle both. Gotcha. Hope you guys had a good holiday and New Year.
|
|
inherit
11380
0
2,084
adonniel
648
Dec 17, 2019 15:10:19 GMT
December 2019
adonniel
|
Post by adonniel on Jan 4, 2020 16:34:49 GMT
my guiding principle is to ensure all rpg systems have immense depth I think we're both lacking examples, so, I'm a tad unsure if I understood you correctly. Depth comes from the well written dialogue and engaging narrative that builds the character connection to the rpg world, not from literally counting how many hoops I need to jump through in order to obtain a reward. In case with the quests, it's how skillfully the quest is integrated into the game so the player feels like it is meaningful to complete it. Adding seven hoops for a character to jump through where no more than three are necessary does not equate to giving the quest more depth. At least, in my understanding that is 'depth.'
|
|
inherit
7754
0
Apr 18, 2024 17:10:28 GMT
3,397
biggydx
Finished Dissertation long ago lol. Now happily employed :D
2,202
Apr 17, 2017 16:08:05 GMT
April 2017
biggydx
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Jade Empire, Mass Effect Andromeda
|
Post by biggydx on Jan 4, 2020 17:31:02 GMT
my guiding principle is to ensure all rpg systems have immense depth I think we're both lacking examples, so, I'm a tad unsure if I understood you correctly. Depth comes from the well written dialogue and engaging narrative that builds the character connection to the rpg world, not from literally counting how many hoops I need to jump through in order to obtain a reward. In case with the quests, it's how skillfully the quest is integrated into the game so the player feels like it is meaningful to complete it. Adding seven hoops for a character to jump through where no more than three are necessary does not equate to giving the quest more depth. At least, in my understanding that is 'depth.' I believe Luke is only responsible for the core gameplay mechanics side of things (when it comes to DA4), and - I'm just guessing here - it's likely more specific to combat than anything. Given the nature of this thread, this is why he's taking time to chime in. He probably can't give you anything concrete when it comes to narrative design simply because it's not in his purview. As for examples, I think to some extent we already have examples with Origins (as you mentioned), but also Dragon Age: Multiplayer. For the latter (DAMP), you had a set number of characters who occupied certain D&D combat archetypes, and you could uniquely tailor them in a number of ways. Simplicity comes from giving players a general idea of how each of these MP characters are meant to be played. For example, the Archer is meant to do high damage to single targets from afar, with a few escape abilities (ex. "Stealth" to go invisible) to get out of close range combat. It's a simple and easy character to pick up because you're just pegging enemies at a distance. The game also provides tooltips and a brief character description to help inform players of how said character functions. The "depth" that Luke would be referring to, in this case, would be implementing mechanics and items that allow the player to further define how they want to engage with - and build - this particular Archer. One of the Archers quasi-escape abilities is Leaping Shot, a backwards somersault followed by a shotgun-like volley of short-range arrows. A combat system with depth would allow you to build around this particular ability by giving you opportunities to go for higher crit chance (ensuring every hit from Leaping Shot crits), taking passives that refund your ability cooldown when getting a crit, and increasing your base attack & crit damage through other passives & items. When you couple a high crit chance with an ability that fires multiple projectiles, and then synergize this by using the 'reduced cooldown after a crit' passive, it allows Leaping Shot to do massive damage with minimal downtime. A lot of RPG's with great combat depth normally allow you to build around specific abilities or stats.
|
|
inherit
3439
0
9,170
alanc9
Old Scientist Contrarian
7,823
February 2017
alanc9
|
Post by alanc9 on Jan 5, 2020 18:40:47 GMT
The downside of that kind of design is that such synergies rapidly become OP. Whether this is unfun or not depends on the game. I generally like to exploit the crap out of TES games, but I wouldn't like doing it in a typical Bio game.
|
|
inherit
7754
0
Apr 18, 2024 17:10:28 GMT
3,397
biggydx
Finished Dissertation long ago lol. Now happily employed :D
2,202
Apr 17, 2017 16:08:05 GMT
April 2017
biggydx
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Jade Empire, Mass Effect Andromeda
|
Post by biggydx on Jan 5, 2020 23:12:59 GMT
The downside of that kind of design is that such synergies rapidly become OP. Whether this is unfun or not depends on the game. I generally like to exploit the crap out of TES games, but I wouldn't like doing it in a typical Bio game. Well often times the investment needed to do something like this is so high that it normally requires that you've leveled up pretty substantially, or you've dumped a lot of resources and time into making such a build. For example, you had to prestige a Rouge-type character dozens of times before you were even able to have access to a high crit chance build, which took dozens - if not hundreds - of hours. Getting the gear with the stats you needed was also important. I should also bring up that, while that particular Archer playstyle was good on difficulties like Routine and Threatening (The lowest and second-lowest difficulties), you started noticing damage dropoffs once you went into Perilous, Nightmare, and - eventually - Heartbreaker difficulty; due to enemy health/armor increases. That's a simple way of counteracting OP builds, but in a game like Dragon Age I think having massive enemy health pools and high damage output wouldn't feel good for a good number of player. Numerical caps are also something that developers play with as well, such as not allowing players to have more than 80% resistance to a particular element. You could also tweak certain stat boosting traits so that they're additive, rather than multiplicative. IIRC, the base game of DA:I didn't really have this issue because many of it's multiplayer elements never really transferred into the singleplayer mode. I don't even think Luke is necessarily hinting at something like this necessarily. I'm guessing here (and it may not be the case), but I imagine him and his team are probably trying to see if they can capture and improve upon what Origins did when it came to letting you use whatever weapons/skills you wanted in order to fall into a particular RPG playstyle; like a Battlemage or Spellsword.
|
|
inherit
401
0
1
41,526
DragonKingReborn
20,503
August 2016
dragonkingreborn
http://bsn.boards.net/threads/recent/143
https://i.imgur.com/1myVt9D.jpg
DragonKingReborn
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda, Mass Effect Legendary Edition
887
590
|
Post by DragonKingReborn on Jan 5, 2020 23:47:26 GMT
My main concern is not listed here: modern games tend to over complicate things. Whatever they come up with, I want it following the KISS rule. As the person in charge of this, I can say that my guiding principle is to ensure all rpg systems have immense depth for those who engage but are also immediately understandable and simple for those who don't want that depth. I liken it to how some people want an easy combat experience and others want it to have the 'nightmare' experience - the whole system is (theoretically) built to handle both. Can you - without prejudicing anything you may or may not be working on - give some insight into which Dragon Age game you personally feel has come closest to this/achieved this the best?
|
|
inherit
11380
0
2,084
adonniel
648
Dec 17, 2019 15:10:19 GMT
December 2019
adonniel
|
Post by adonniel on Jan 6, 2020 3:28:16 GMT
I believe Luke is only responsible for the core gameplay mechanics side of things (when it comes to DA4), and - I'm just guessing here - it's likely more specific to combat than anything. Given the nature of this thread, this is why he's taking time to chime in. He probably can't give you anything concrete when it comes to narrative design simply because it's not in his purview. As for examples, I think to some extent we already have examples with Origins (as you mentioned), but also Dragon Age: Multiplayer. For the latter (DAMP), you had a set number of characters who occupied certain D&D combat archetypes, and you could uniquely tailor them in a number of ways. Simplicity comes from giving players a general idea of how each of these MP characters are meant to be played. For example, the Archer is meant to do high damage to single targets from afar, with a few escape abilities (ex. "Stealth" to go invisible) to get out of close range combat. It's a simple and easy character to pick up because you're just pegging enemies at a distance. The game also provides tooltips and a brief character description to help inform players of how said character functions. The "depth" that Luke would be referring to, in this case, would be implementing mechanics and items that allow the player to further define how they want to engage with - and build - this particular Archer. One of the Archers quasi-escape abilities is Leaping Shot, a backwards somersault followed by a shotgun-like volley of short-range arrows. A combat system with depth would allow you to build around this particular ability by giving you opportunities to go for higher crit chance (ensuring every hit from Leaping Shot crits), taking passives that refund your ability cooldown when getting a crit, and increasing your base attack & crit damage through other passives & items. When you couple a high crit chance with an ability that fires multiple projectiles, and then synergize this by using the 'reduced cooldown after a crit' passive, it allows Leaping Shot to do massive damage with minimal downtime. A lot of RPG's with great combat depth normally allow you to build around specific abilities or stats. Gocha. The details make it much clearer. ty
|
|