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November 7th, 2008, 16:02
I like the Gothic model too, but one could argue that it merely places the scaling responsibility into the players hand. Ultimately each player has to grind until he feels comfortable traversing into a new region of higher difficulty. However, I think there were also sections in the Gothics where you were forced down a path for a short while, so there was certainly an up and down of difficulty. I kind of like that, if there are short stretches of extraordinary challenge that give a feeling of acomplishment, amid a more scaled experience. The mage school proving grounds in UU2, the crypt in Arx, several levels/dungeons in the Wicher.
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