Avadon - Three Rules for Difficulty
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February 12th, 2011, 23:10
I've put a bit of thought into this and I know you'll all disagree, but I think Vogel has it roughly right. Time will tell when Avadon actually gets released.
KotC is an excellent game - I enjoyed it a lot - but for all you guys are (deservedly) praising it, it doesn't have anywhere near the scope or script complexity of Avernum 6 or Geneforge 5. In a large game, you need to have highs and lows - (in music they might say "light and shade" or similar) to get the pacing right. The big boss battle needs to be "epic" compared to the fights before. You also want to move the plot forward and so on - considerations that just didn't exist in KotC. Battling for your life constantly can get tiring in a very big game.
That isn't to say there might not be more "modern" design concepts that avoid trash mobs but Vogel is a traditional CRPG designer. DA:O took trash mobs too far but there's a place for some balance.
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