Originally Posted by Robcat
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Player agency is not the function of dialogue and its reactivity alone, but also of gameplay generally; Which is something I have the impression D:OS excels at, indeed far exceeding BG2.



This pretty much synthesizes what I was clumsily trying to get at. This is indeed the main quality of D:OS and, in this department, I think it (will) surpass(es) many crpgs, and notably the old IE games.

I have no problem with people arguing that Larian could take inspiration from the IE classics they enjoyed, but it certainly shouldn't be at the sacrifice of what makes D:OS really unique compared to these other games.

From what I've seen from the beta and the latest Larian presentations showcasing later game content, the complexity of the quest design and the variable outcomes, the value in exploration, the possible approaches to different obstacles, brought by the interactivity, are much more impressive than in the IE games :

http://www.youtube.com/watch?v=2IedXabDFWw&feature=player_detailpage

The quest design around this Goblin village impressed me very much. (You also have some nice examples of C&C there) I think this is the main strength of this game and what they should keep on polishing with what little time remains, even tough some systems and the lore could be improved too.

Last edited by Clemens; 04/05/14 10:29 AM.