Well I skip points I already answered.
I feel that realism as an easy characteristic to pinpoint so review and comments abuse a lot of its importance. Knowing that most games are very very far from reality on ton of points, so a bit more or a bit less isn't objectively such a difference.
Bu yes skills is an element to dig, but it's quite a debate on how. For example FNV not allowing at all an important option in managing a quest because my character don't have the skill, I didn't like that approach that much. All in all it's a problem when skills are only involved with a limited number of dialogs. It doesn't work well and this is very artificial. I don't mean I'm a skills removal partisan just that this need a lot more design thinking than what I have often seen in modern RPG including from Obsidian.
EDIT: Now I think of it, The Witcher had no skills isn't it? I could not remember well but if right, go on make your crusader against The Witcher 1&2.
Sig, well perhaps there's a point I don't see, for me the demo doesn't show that but only the full game will tell me. It's possible that this will be a nuisance in the full game. But decrease the tactical approach I have doubt, we will see.I didn't say that… For me it lost part of it's tactical approach that is all.
Believability? Well for me most isn't believable in most games, you are too fast, you jump too high, the hit rate is a lot too fast, and ton more. For me the gameplay is the more important, but well that's my point of view. In general realism is fake for me and really not an important point.Positioning of the rogue was tedious, but so are a lot of things if you wish to maintain some believability.
I feel that realism as an easy characteristic to pinpoint so review and comments abuse a lot of its importance. Knowing that most games are very very far from reality on ton of points, so a bit more or a bit less isn't objectively such a difference.
Mmm so how good was Drakensang or The River of Time? Oooops dead, too late. And tactical fights? mmm? KBtL?I too like party based RPGs, but not at the expense of core RPG mechanics(be they removed or streamlined).
You summarize all the real choices DAO1 offered, but:So I had to honestly decide which was more important for the party. My ability to do damage or my ability to sense and disarm traps, pick locks, pick pockets or pass speech checks(which was affected by cunning as well).
- Pick locks wasn't a skill and that was an error forcing players to use a rogue in a 4 member party. And no, it's not a choice to be able to picklock or not, if you face the players with ton of stuff closed with no issue, which is how was DAO1.
- Pick Pocket is rather tedious, just steal some crap and let say 3 quests involved?
- Pass speech check… only those aggressive with menacing, rather unpleasant forced choice.
Bu yes skills is an element to dig, but it's quite a debate on how. For example FNV not allowing at all an important option in managing a quest because my character don't have the skill, I didn't like that approach that much. All in all it's a problem when skills are only involved with a limited number of dialogs. It doesn't work well and this is very artificial. I don't mean I'm a skills removal partisan just that this need a lot more design thinking than what I have often seen in modern RPG including from Obsidian.
EDIT: Now I think of it, The Witcher had no skills isn't it? I could not remember well but if right, go on make your crusader against The Witcher 1&2.
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