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Re: The problem with levelup of EK/AT
Taril
Yesterday at 11:11 PM
Why do I have to respec just to keep the spells I already selected before. Because you miss the part where trading a spell is OPTIONAL. You don't have to do it if you don't want to. Again if BG3 would simply allow trading the newly selected spell, this problem could be completely avoided. But that's not how the mechanic should work. You don't know the spell you're picking on level up, thus you can't trade it.
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Re: What BG3 missed but what would have made it 5 times better game
ldo58
Yesterday at 01:13 PM
...
And that is my main idea.. make your storytelling so that it manipulates players to fail. As they try to achieve good endings to their stories, make player think the game guides them towards it but if they follow the "obvious" choises, they end up failing, so it kinda becomes a challenge to find the correct choises, correct path to achieve the kind of ending you want to achieve. And moreover, as you reveal to your player that they have failed, that they have been tricked, rub it into their face so hard they want to smash their keyboard to the wall, make players feel sadness, disappointment and failure, possibly even in black-humorous way. That is anti-clichee and very good story telling technique for a game that people play multiple times.
Whenever you know you can surprise the player, for example when player thinks he has won a battle for something and saved the day.. Then villain returns out of nowhere and rips apart everything and rubs it into player's face as they stare their screens with their mouth open :OOO in shock unable to take action.. that should be the bar you set yourself. Next step from this is that once player finaly finds the secret and correct path, they have to live in excitement and wait and wait until out of nowhere game reveals that even the villain came back and annihilated nearly everyone, you had figured out some secret that finaly saves the day and is revealed on the darkest moment when player thinks he has failed and everything is over. That kind of reveal method maximizes the satisfaction of finally succeeding.
If this idea feels radical or very obviously bad idea.. then remember there is movies that make people feel all kinds of feelings, sadness and sorrow among them yet people still like those movies.. what separates games stories from movie stories is that games can be replayed. So make story harder please. This is what happens in Clair-Obscur Expedition 33. Only, it's not because of a failed dice roll or a wrong choice in a response. I don't want to spoil too much. Let's just say that I believe that this story twist is for a large part the reason why this game has become so popular and won so many prizes . At least, for me it did, and when I watch PT's on YT, everyone seems to be reacting the same way. Disbelief, then, sadness and emotion and when the meaning finally comes in, oh *f* THAT explains alot. But it was brilliantly written and cinematically presented. I'm sure that Larian has taken notice of this game and will find some inspiration in it.
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A KEY factor to consider in regards to immersion and gameplay
Taril
Yesterday at 03:02 AM
That being KEYS.
It's something of a trope in game design, but when you think about it, the lack of keys in games is very strange.
Like, people will have locked chests in their homes and... There won't exist any key for them.
Outside of very specific story related doors/containers that can't be lockpicked due to "Requiring a specific key" (Which is asinine as that's literally the concept of locks and keys... Which lockpicking is a way to bypass by exploiting vulnerabilities inherent to lock design). Keys seem to never be a thing that exists.
It's probably at its worst in a game like Skyrim where people will seemingly keep lockpicks in their wardrobe, but won't have any keys despite having bunches of locked containers within their homes.
Having keys to every lock, both makes sense for immersion, but also opens up gameplay opportunities. Instead of having to level up lockpicking, you can eschew it in favour of just... Finding and acquiring the keys to the locks.
On a somewhat related note, is the concept of random locked chests in the middle of nowhere. Yes, it is nice to reward players for exploring with nice loot... But c'mon... The logic that is being shown here is laughable. Someone apparently hauled this chest into a random location, filled it with valuables, locked it, destroyed the key and then just left the chest there forever.
A bit more thought can be put into making more sensible appearances of loot in obscure places. Which can also be used as environmental storytelling.
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Re: Arabic support
Suplex
Yesterday at 02:45 AM
Suggestions about Arabic Language : Divinity ➡️ video game Dear Divinity Development Team, Arabic Language اللغة العربية ❓ We kindly ask you to consider adding Localization for Arabic Language Text & Subtitles Support in Divinity We are an Arab community based in the Middle East and North Africa, representing one of the largest gaming consumer markets globally. Hopefully we as an Biggest Arab community of Middle East, that you will do so We would greatly appreciate it if you could add Localization for Arabic Language Text and Subtitles. If you are seeking collaboration with teams specializing in game localization and translation into Arabic, please find below their official accounts on the X platform: @manga_prd @locandplay @play_in_arabic @Gamez_quest @locandmore @loclait_studio https://locandmore.com/We hope this information is helpful, and we wish you continued success in the development of your game.
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