Posted May 19, 2011
I hope this thread to be an objective, intellectual discussion of this important change in gameplay mechanics. Please, whether you agree with the change or not, try to keep your tone civil, free of sarcasm and mockery. We can only stipulate as to why they did this, but I'd like to hear other people's hypotheses.
I reckon the devs wanted alchemy to take a more central role in the franchise, rather than keep pots a "secondary" tool as it is used in almost any RPG out there, including MMOs. I can imagine a creative meeting going, and people mentioning it would enhance the authenticity and further immersion if alchemy became an active part of the planning process, a true stratagem that could break or make a battle yours.
My biggest interrogation concerns the planning stage. The toxicity level from the first game, which made it intact in the second, is already a great way in imposing limits to the player and forcing him to make choices. The fact you need to meditate to produce pots is logical and it does enhance immersion, although it is more a stylistic design choice than something that truly affects the gameplay.
But what was the rationale for forcing a player to meditate to consume pots? What could the devs that suggested this idea at a meeting said to defend his idea? "It will promote immersion, force even more choices on the player?" That makes sense in a way, but there are much better counter-arguments. For instance, "guessing" work does not feel like control or choice for most people. People like to feel in control of their character, but with the current mechanics, you truly are forced to guess what MIGHT come ahead. It becomes Russian roulette. Of course, if you die during the encounter, you can simply reload (unless you play on hardcore) but then, what has been achieved? If the point of the hardcore mode is to make the gameplay as authentic and immersive as a game can be, why is guessing an appropriate or rewarding way of playing?
In my opinion, what makes the bosses so interesting is all the planning that is involved. It feels a lot more satisfying to win a battle after traps were laid, proper stratagem were thought out and intel (through books or dialogs) was recovered. Guessing is neither fulfilling or rewarding. Killing a boss after planning feels greats. If you pot the right pots by chance, all you feel is lucky.
What are your thoughts on this?
I reckon the devs wanted alchemy to take a more central role in the franchise, rather than keep pots a "secondary" tool as it is used in almost any RPG out there, including MMOs. I can imagine a creative meeting going, and people mentioning it would enhance the authenticity and further immersion if alchemy became an active part of the planning process, a true stratagem that could break or make a battle yours.
My biggest interrogation concerns the planning stage. The toxicity level from the first game, which made it intact in the second, is already a great way in imposing limits to the player and forcing him to make choices. The fact you need to meditate to produce pots is logical and it does enhance immersion, although it is more a stylistic design choice than something that truly affects the gameplay.
But what was the rationale for forcing a player to meditate to consume pots? What could the devs that suggested this idea at a meeting said to defend his idea? "It will promote immersion, force even more choices on the player?" That makes sense in a way, but there are much better counter-arguments. For instance, "guessing" work does not feel like control or choice for most people. People like to feel in control of their character, but with the current mechanics, you truly are forced to guess what MIGHT come ahead. It becomes Russian roulette. Of course, if you die during the encounter, you can simply reload (unless you play on hardcore) but then, what has been achieved? If the point of the hardcore mode is to make the gameplay as authentic and immersive as a game can be, why is guessing an appropriate or rewarding way of playing?
In my opinion, what makes the bosses so interesting is all the planning that is involved. It feels a lot more satisfying to win a battle after traps were laid, proper stratagem were thought out and intel (through books or dialogs) was recovered. Guessing is neither fulfilling or rewarding. Killing a boss after planning feels greats. If you pot the right pots by chance, all you feel is lucky.
What are your thoughts on this?
Post edited May 19, 2011 by TigerLord