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stranger
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OP
stranger
Joined: Sep 2004
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Well I finished Divine Divinity and here’s what I have to say: I’m playing it again!
In the meantime, here are some of my humble suggestions for a sequel:
World: Make the world seamless a-la Ultima VII. It’s ok if some parts are on a separate map (i.e. dungeon, sewers, cave etc.). While Divine Divinity certainly does not skimp on the size of the geography, having Verdistis and the Dark Forest on separate maps somewhat ruined the contiguous feel of the game world.
Interactivity: Object & Environment interactivity are great. More of this would be better! Raise a drawbridge or burn a tree! Combine two items together to make something new!
NPCs: Give them schedules. Have merchants that lock up at night and open in the morning. For people who don’t like the idea of schedules because it’s an inconvenience or they don’t like the idea of a NPC quest-giver moving around, have a checkbox in the options menu that the player can check to ‘turn off’ NPC schedules – special scripted events excepted of course…
Weather: More varied weather. How bout a dust storm or a blizzard and the shadows of clouds passing along the ground?
Traveling: How about landmasses separated by an ocean so that the player can at some point acquire a ship and travel to locations unattainable without a ship? The player would sail the ship around himself and explore the world as he would on foot as opposed to the ship being only some kind of ‘fast travel’ mechanism.
Gambling: Remember Buccaneer’s Den in Ultima VII? You could gamble there at the various games of chance. It was a lot of fun.
Gold/Banks: Make it harder to acquire gold in the game. Create banks where you can earn interest and store your items.
Again, I had a blast playing DD, it is one of the best CRPGs I’ve played since Ultima VII. Great Job Larian!
Red... no wait yellow!
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stranger
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OP
stranger
Joined: Sep 2004
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One more thing...
Map: Make it so that you earn experience as you 'uncover' the map. That motivates the player to explore everywhere.
Red... no wait yellow!
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addict
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addict
Joined: Mar 2004
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i agree. one thing that i would add would have to be that when you find all of those recipe books, you can actually make what they are decribing. the recipe will tell you what items to mix and then when you get all of those items and put them together, then they form whatever you are making.
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stranger
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OP
stranger
Joined: Sep 2004
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i agree. one thing that i would add would have to be that when you find all of those recipe books, you can actually make what they are decribing. the recipe will tell you what items to mix and then when you get all of those items and put them together, then they form whatever you are making. Yes I agree! I admit it, I'm a baking bread freak!!!
Red... no wait yellow!
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stranger
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stranger
Joined: Jan 2005
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Dang, u pretty much described Fable from most of what you said
I have to agree with most of this, the npc schedule thing sounds great and would make the game much more realistic
I actually have a thing I wish was on most of the games I play
-There should be a specific town that gets raided every so often, and you should be able to help the guards defeat the raiders
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Chronicler
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Chronicler
Joined: Oct 2003
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i agree. one thing that i would add would have to be that when you find all of those recipe books, you can actually make what they are decribing. I did that in real life <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> The mushroom thing it was.
I am in blood Stepp'd in so far, that, should I wade no more, Returning were as tedious as go o'er.
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veteran
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veteran
Joined: Mar 2003
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I just read through your list, and I agree with nearly everything of it. It would make the world of <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> much more "lively" !
When you find a big kettle of crazy, it's best not to stir it. --Dilbert cartoon
"Interplay.some zombiefied unlife thing going on there" - skavenhorde at RPGWatch
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