I extremely disagree with a big fat chunk of capital NO. Long Rests should not be discouraged, as they are an extremely vital piece of story content.
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I completely agree!
The system of "Go to camp = Unlock key-content related to the story or companions" is not a perfect one. Worst, it's currently not intuitive. At all. And it leads to easily missing some great content. I like what
this video suggests.
That being said, expecting them to completely change that mechanic seems unrealistic at this point. Meaning that limiting long rests would be a big issue in my opinion.Basically,
at the moment on long rests (or partial ones) :
1)
Either you have one new dialogue available with all companions related to one event.Example : all cutscenes related to the main quest(tadpoles).The way it works now :
the order in which you talk to the companions can seriously reduce the amount of content potentially available.
This is not intuitive and requires players to be meta in order to avoid missing content.
Again this video as some great suggestion for that.
In this case, I don't find that "replay value" can be use as an excuse for this. There are far better ways to add replay value to a game. The existence of a multitude classes and races is already a big one.
Worst (!), having some companion on your team randomly prevents certain dialogue. Like the scene where Astarion dreams about Cazador won't trigger if SH is alive and on your team.
2)
Or you have only one new dialogue with only one companion at a time related to one event.Example : After talking to Zorru, new dialogues with Astarion and Laez'el are possible but you need two long rests to unlock both. Plus, you can't progress to far down the plot or those dialogues won't be available anymore.This one feels like the
most ludicrous to me. They
could easily offers all dialogues related to one event on the same night.
And, like Dragon Age (and I imagine other games),
maybe add the available cutscenes in a queue instead of having them disappear after a while? Meaning that talking multiple times to a companion could unlock more than one cutscene if the player didn't sleep often? This might not always work from a narration point a view I admit.
Fixing those issues would remove the need to abuse long rests for a lot of players.EDIT:
They ABSOLUTELY need to tie dialogues to short rests or simply to trigger points in your journey.
Oooh. I think I like that idea. A lot! At least for some of the dialogues this seems doable.