my thoughts on finishing the game (no spoilers)
Posted: January 23rd, 2008, 3:49 pm
first of all, the rest of this post is going to sound negative, but it's only because I really enjoyed the game that I'm posting at all.
(1) rogues are a little messed up - the whole decreasing experience for locks and traps doesn't make sense with the rest of the system, where everything else (including using the appropriate key for the lock) is flat experience. (basically, a game system either needs to use flat experience with increasing level caps, or flat level caps with decreasing experience. pick one and stick to it. mixing both doesn't work).
(1a) that and you can't sleep at an inn "until nightfall". it's always until morning. which is wrong for a person who lives in shadows.
(2) the bonuses/penalties for the "axioms" are clearly a holdover from the PnP game, but not in a good way -- there's no penalty in not being able to use priestly healing because the 2 priests both charge a billion times more than the 2 inns across the road. I never used priestly healing, so I wouldn't have cared if it was restricted off of me.
(3) min/maxing is fun, but having "you did that at the wrong time!" penalties is not. specifically, trainers should be worth 5 levels of upgrade per skill, not just the first five levels. books should always be worth 3 skill points, not 3 or 2 depending on when you read 'em, and improving your perception and endurance should raise your mana and health pools "retroactively" (just recalculate as if you had them that way all along). then the player doesn't feel a need to re-start just because they did things in the wrong order. it doesn't really add anything to the game except the "oops" feeling for not being psychic (i.e. for not knowing what trainers and books existed)
(4) rolling stats is a bad holdover from PnP days. just give me 100 points to distribute over the 8 skills already, because I'm going to get the same effect eventually by hitting the button over and over, but with less tediousness in the way. computers are here to make our lives less tedious.
(5) speaking of tedious: I got really tired of switching gear all the time. instead of "return" toggling between weapons, it should shift between entire paperdolls set up for melee, ranged, sneaking, lockpicking, trapspringing, spellcasting, or whatever (let the player define up to X paperdolls however they want, name them whatever they want, and switch between those)
(6) the keyboard and mouse should both be optional components - everything you can do with one needs to map to something on the other, all the time. all the time.
(7) minor spoiler: when you click "male" in the character editor it says you have to play a male for story reasons, but that simply is not so. nothing about the story revolved around my maleness. at all. really. I was expecting to find out something like that I had a wife who had to pretend not to know me or something. but it didn't happen.
but, really, I enjoyed the game, despite a few aspects I found tedious. great work and I look forward to the next ones.
(1) rogues are a little messed up - the whole decreasing experience for locks and traps doesn't make sense with the rest of the system, where everything else (including using the appropriate key for the lock) is flat experience. (basically, a game system either needs to use flat experience with increasing level caps, or flat level caps with decreasing experience. pick one and stick to it. mixing both doesn't work).
(1a) that and you can't sleep at an inn "until nightfall". it's always until morning. which is wrong for a person who lives in shadows.
(2) the bonuses/penalties for the "axioms" are clearly a holdover from the PnP game, but not in a good way -- there's no penalty in not being able to use priestly healing because the 2 priests both charge a billion times more than the 2 inns across the road. I never used priestly healing, so I wouldn't have cared if it was restricted off of me.
(3) min/maxing is fun, but having "you did that at the wrong time!" penalties is not. specifically, trainers should be worth 5 levels of upgrade per skill, not just the first five levels. books should always be worth 3 skill points, not 3 or 2 depending on when you read 'em, and improving your perception and endurance should raise your mana and health pools "retroactively" (just recalculate as if you had them that way all along). then the player doesn't feel a need to re-start just because they did things in the wrong order. it doesn't really add anything to the game except the "oops" feeling for not being psychic (i.e. for not knowing what trainers and books existed)
(4) rolling stats is a bad holdover from PnP days. just give me 100 points to distribute over the 8 skills already, because I'm going to get the same effect eventually by hitting the button over and over, but with less tediousness in the way. computers are here to make our lives less tedious.
(5) speaking of tedious: I got really tired of switching gear all the time. instead of "return" toggling between weapons, it should shift between entire paperdolls set up for melee, ranged, sneaking, lockpicking, trapspringing, spellcasting, or whatever (let the player define up to X paperdolls however they want, name them whatever they want, and switch between those)
(6) the keyboard and mouse should both be optional components - everything you can do with one needs to map to something on the other, all the time. all the time.
(7) minor spoiler: when you click "male" in the character editor it says you have to play a male for story reasons, but that simply is not so. nothing about the story revolved around my maleness. at all. really. I was expecting to find out something like that I had a wife who had to pretend not to know me or something. but it didn't happen.
but, really, I enjoyed the game, despite a few aspects I found tedious. great work and I look forward to the next ones.