2009/11/28 Kai Sterker <kai.ster...@gmail.com>

> On Sun, Nov 8, 2009 at 7:39 PM, Andrew Phillips <phillip...@gmail.com>
> wrote:
>
> > I think the skill-tree in Dragon Age is another example of Blizzard-itis.
> > They make wildly successful games, so people start thinking that's what a
> > successful rpg looks like.
>
> The other thing, especially about combat related skills is that they
> require a lot of micromanagement to use efficiently. So apart from a
> few outstanding skills, they are not really getting used much. In that
> regard, I believe Adonthell's combat feats [1] should mostly be
> "passive" talents [2] that influence combat style, one of which can be
> active at any time. So more "feats" than "moves". Moves, i.e. one-time
> activated talents, should really have a large effect and possibly be
> limited to higher level characters.
>

This is something that I've noticed in gaming with my wife. When allocating
skill points, she prefers abilities she does not have to activate. Having to
think about how to play the game frustrates her, while having a few powerful
abilities on tap is entertaining.

I must taken into account that we are gaming together on a PS2 with at most
two spell-casting buttons available, so rapidly switching between spells, or
spell-like abilities, is more labor-intensive than it would be with a
keyboard and an entire row of spell-casting keys. I've also noticed this in
my own gaming, even on the PC. The spell selection system in older games
like Diablo and VtM:Redemption often results in the same sort of extreme
specialization. Swapping spells during real-time combat is enough of a
hassle - and a potentially fatal distraction, that I end up picking a very
small list of spells and sticking to it.



> One positive aspect are some of the plot related choices. (Some)
> quests can be completed to varying degree. Like defending the village
> without any of the villagers being killed will give better rewards
> than otherwise. Also had the choice between fighting the posessed boy,
> letting the mother sacrifice herself to help the boy or, under special
> circumstances, rescue both boy and mother. So we should think about
> not only offering different ways to solve a quest, but also have
> resolutions other than failed and completed. Better even, if there
> will be consequences for future parts of the game. People that are
> optional in the completion of quests will only be able to provide
> helpful information or training if they survive. People needlessly
> angered OTOH might complicate matters later on by refusing help or
> asking higher prices.
>
I like this idea as well. We've designed DB so far with Pass/Fail quests.
Most other games are this way as well. Life is rarely resolved so
decisively. I'll think about how to partially win (or lose) some of the
quests we've designed.


> Personally, I found it quite satisfying to see how a choice I took
> earlier comes back later on in the form of additional dialogue options
> or an NPC turning up to resolve an otherwise difficult situation.
>
> Have to see if part of this can be added to the design docs on the
> Wiki. More thoughts welcome.
>
> Kai
>
> [1] http://adonthell.berlios.de/doc/index.php/Rules:Stats#Abilities
> [2] http://adonthell.berlios.de/doc/index.php/Rules:Items#Talents
>
>
> _______________________________________________
> Adonthell-devel mailing list
> Adonthell-devel@nongnu.org
> http://lists.nongnu.org/mailman/listinfo/adonthell-devel
>
_______________________________________________
Adonthell-devel mailing list
Adonthell-devel@nongnu.org
http://lists.nongnu.org/mailman/listinfo/adonthell-devel

Reply via email to