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February 28th, 2008, 17:12
Originally Posted by drum View Post
That's some awesome piece of reading. And the idea is good. But it seems very, very far from reality to me. It requires nearly infinite hours of game design…
Not really. From my previous article:

"Compare the walkthrough to a Gothic 2 quest:

“How to get into the City of Khorinis:
The city guards are wary of convicts and thugs from the mountains and wont let anyone in. There are several ways to complete this quest.

- Buy farmer's work clothes from Lobart and tell the guards that you work there.
- Talk to Canthar by the crossroads and buy his gate pass OR trade it for a favour
- Bribe your way in at the cost of 100 gold.
- Explore and find a hidden, but rather dangerous way in through a mountain ledge”

I was also told that if you find enough herbs, you can claim to be an alchemist's assistant, but I’ve never tried that.

Anyway, as you can see, you play a role not by following a predefined path and moving from one cutscene to another, but by actually deciding what to do, when, and how. Mind blowing, huh?"

"If a game lets me create a combat-allergic, silver-tongued thief I expect to be able to play the game in a manner fitting this character. The last thing I want is to be thrown into situations designed for fighters and requiring a frontal attack approach. Bloodlines does a great job in the “decisions fitting your character” department in the first half of the game, but unfortunately the last third of the game is a straight shoot ‘em up. Here is one of the first quests:

Surf's Up: Getting explosives from a local gang.

kill everyone (always popular)
sneak in (the game offers you a lose board in the fence and an option to turn off the power – you aren’t afraid of the dark, are you?)
seduce your way in if you are a female and get the explosive for, uh, free.
talk your way in and use your persuasion

While the "call a nuclear strike" option is missing, we can agree that the game covered pretty much all reasonable options there. That's the key difference between Bloodlines and Oblivion, for example, where all characters end up playing in the same manner."

Despite being an action-game, Bloodlines is filled with great non-combat options.
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