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Non-linearity and free-exploring


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#21 Archmage Silver

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Posted 24 December 2004 - 10:21 AM

I hope DA areas ain't chapter dependant...

#22 Schatten

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Posted 28 December 2004 - 02:33 PM

Its not really the chapter that devides the areas, its the story - chapters just mark turning points in the story. I think they are a good idea, and I dont have anything against restricting certain areas untill later points in the story, but restricting areas that youve already been to is just silly if you ask me (if there is no decent reason given for why you cant go back, a la NwN.) In BG2 it was understandable, because you have such trouble getting to brynnlaw to begin with.

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exactly. and thats what i like about sacred most of the area is open for you, only restricted by tough monster and some areas you can only to when you advance in the story. great concept. :)
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#23 Archmage Silver

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Posted 29 December 2004 - 10:45 AM

Yea, it does sound like it would fit to DA too.

#24 Shed

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Posted 06 January 2005 - 03:00 AM

I'm a fan of "freedom to explore", but I understand that this isn't the focus of DA. However, I have one wish in this regard: Fool me. Create the illusion that the world is bigger than just the places I need to go for my quests.


I think the trick is in what Nikodemus said. It's in the suspension of disbelief. Make the mechanics of the situation too apparent and the cynical little player suddenly starts disbelieving the illusion of the world you've set up.


It seems to me that where the player's movement will be restricted by good believable reasons :D . There is unlikely to be Morrowind or Ultima style freedom, however.

#25 khay

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Posted 03 May 2005 - 12:23 AM

I`m fine with that, as long as I will be able to create a world as nonlinear as I wish it to be using the toolset. :)

#26 -Aristothenes-

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Posted 04 May 2005 - 06:55 AM

Non-linearity could make any action possibly inconsequential.
At least it looks that way with Star Wars: Battlefront, but then again it isn't the complete tactical/strategy package, just an FPS.

#27 Feanor

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Posted 25 May 2005 - 11:33 PM

On the other hand, giving the player a boundless landscape can be very disorientating and confusing. I hope there are (at least to begin with) incentives to stay put.


Sometimes ago Shed expressed the concern above. To this David Gaider has to say :


You will not be able to roam the countryside a la Morrowind or BG1. This is not a game that focuses on world simulation.

That is not to say that there will not be plenty of interesting places to explore, but there will not be exploration in the sense of wandering willy-nilly about the countryside to places that have no relevance to the task at hand.


A pity. I liked the style from Morrowind and BG1.

#28 femalepaladin

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Posted 23 July 2005 - 04:31 AM

I would prefer something like GTA: San Andreas or Sid meier's pirates. You have the campaign specific missions and the option the explore an area that is open. being Able to go to the taven and get hire jobs to earn some cash and things like that. being able to physically improve yourself wouldn't be bad either.
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