Originally Posted by Warlocke
Originally Posted by WizardGnome
I mean....being able to initiate combat with enemies on your own terms isn't exactly new. This isn't really an innovation in the genre, so I have a hard time thinking that it's the reason for Larian's success.

I wonder what the stats are for how many people are playing multiplayer. Becuase this sort of goes back to what I said before, about the allocation of resources. If other designers conclude that multiplayer is the route to take, and the single-player experience suffers as a result, I'd be pretty sad about that.

The point isn’t being able to intimate combat on your own terms. The point is non-linear decision making. If an encounter starts a big cutscene or dialogue, very few games provided you the tools for unprompted, player driven decision making to say, “fuck it, I’m going to backstab this fool / build a box ladder and drop an owlbear druid / set up a bunch of grenades and firebolt them / pick up the boss and throw him off a ledge / whatever.” And it isn’t just encounters. Just moving around the map, you have so many tools to decide how you approach a barrier. This is very true to table top gaming. It is something games like Dragon Age games don’t even attempt and it is a big part of this game’s positive reception.

I don't know. Some of this stuff is fun, sure. But some of it seems very immersion-breaking to me. It's fun to stack explosive barrels all around the goblin camp and set them off in a chain explosion. But...really, some of the people in that camp should be asking you "What the hell do you think you're doing?" I'm all for creative solutions, but I like when they make sense (like distracting and poisoning the goblins.) Building a giant box ladder to drop an owlbear on an enemy might be fun, but honestly it just highlights the fact that these are AI creatures with limited interactivity.

Last edited by WizardGnome; 25/09/23 02:39 PM.