Name
Cipher
The Witcher 2 also has a in-game journal that adds to the story instead of repeating everything.
("SWING YOUR DAMN SWORD FFS ALREADY GERALT WTF??!?").
Worth playing, but overall a mediocre game, worse than the first in pretty much all aspects.
Worse graphics, writing, world design, characters, quest design and choice and consequence my ass.
Combat comparison is subjective. I would take TW2's action combat over the timed clicking of the original, but I realize that's opinion. The rest though? Objectively better in the second game. Triss' dress in first game was hotter than her walkabout outfit though, I'll give you that.
Quest design is debatable. I'd say the structure of the main quest was much better in TW1, Act II being a great example of that. Every act in TW2 is much more linear and restricted in comparison. At times you get a couple of different goals that you can do in any order, but that's about it. The most complex part about the game is again Act II, which is essentially just a multi-part MacGuffin hunt. The side quests were mostly good, though, and I don't really miss TW1's fetch quests that much, although I never really hated them either.Worse graphics, writing, world design, characters, quest design and choice and consequence my ass.
Objectively Can you elaborate?Worth playing, but overall a mediocre game, worse than the first in pretty much all aspects.
Worse graphics, writing, world design, characters, quest design and choice and consequence my ass.
Combat comparison is subjective. I would take TW2's action combat over the timed clicking of the original, but I realize that's opinion. The rest though? Objectively better in the second game.
Quest design is debatable. I'd say the structure of the main quest was much better in TW1, Act II being a great example of that. Every act in TW2 is much more linear and restricted in comparison. At times you get a couple of different goals that you can do in any order, but that's about it. The most complex part about the game is again Act II, which is essentially just a multi-part MacGuffin hunt. The side quests were mostly good, though, and I don't really miss TW1's fetch quests that much, although I never really hated them either.
Regarding balance http://spring.me/JESawyer/q/413411465802828654It balances out the economy and discourages hoarding, for instance. Too bad that you can carry around so much stuff that it becomes more or less trivial in the end, so you've got a point there. TW1 did it better, in any case.
Regarding hoarding, I had a ton of stuff at my inn stash at the end in both games.Sale prices have to reflect the fact that the player has unlimited inventory space. In most games, we have to balance around the hope/belief that most players aren't patient -- because really, nothing actually prevents the player from yanking everything out of a dungeon and marching it down to a shop other than their own impatience. That's not a great way to balance things because the gulf of value between the impatient and the patient is pretty large.
Chapters 2 and 3 are objectively bad due to poor pacing and design.
The whole thing was just really clunky. Maybe it's bad translation, I don't know.
I will always love how my preference for doing all side quests before a main quest resulted in Geralt making references to events I hadn't seen only for everything to fall into place after I finally visited Raymond.
Yeah, it is. It's very hard to follow, because the game expects you to think out of what actually have been said during the investigation and there are clues, which at first, doesn't seem to have anything to do with solving the case. In my first playthrough I didn't know what the hell was going on. Now I find it interesting, you won't find this kind of quest implementation in many other games.
Yet Sawyer still further limited inventory space in his New Vegas mod. I'm sure you can find a quote where he explains why he did it.Regarding balance http://spring.me/JESawyer/q/413411465802828654
True, but Gothic has notably less stuff you can pick up, and bartering has a fairly minor role in the game anyway.Gothic and Risen do well enough with unlimited inventory.
That has fuck all to do with quest structure.The endless city and swamp slog throughout the middle of the game is a piece of shit and ruins what pacing there was.
Twitcher2 is essentially a worse Alpha Protocol.
http://spring.me/JESawyer/q/352126040920847365Yet Sawyer still further limited inventory space in his New Vegas mod. I'm sure you can find a quote where he explains why he did it.Regarding balance http://spring.me/JESawyer/q/413411465802828654
I think weight allowance is something that needs to be analyzed along with other system goals. The primary reasoning is that if things have weight and you have a carry limit, the weight of things you choose to carry is a strategic consideration. The problem is that the relationship between weight and value (usually tactical) is not directly proportional. Especially when it comes to weapons, you can get into a weird cost-benefit analysis that often doesn't make sense.
E.g. the Minigun in F:NV is a pretty good weapon. It's also very heavy. Is it better than the Anti-Materiel Rifle or Brush gun? In certain circumstances, yes, but it's not "objectively" better. Three weapons with different tactical applications at roughly the same level of power, but one weighs much more than the others.
An even more extreme case is the Fat Man. In the original release of F:NV, the Fat Man did pretty modest damage, but it still weighed a ton. The patched version increased the damage a lot and GRA introduced "low-end" ammo for it, but ultimately its use wasn't particularly tactical. For 99% of all fights, players kept the Fat Man jammed in their back pockets, only pulling it out when they effectively didn't want to fight.
DX:HR illustrates this conflict even more clearly. The Rocket Launcher and even the Sniper Rifle are huge weapons. Carrying them around is a large strategic liability, and their usage/applicability in any given scenario is often either pointless or overkill.
This can also cause consideration conflicts in armor. In F:NV, heavy armor protected better than light armor, but it slowed the player down and weighed more. The consideration was not simply DT/movement, but DT/movement/weight, which motivated more people to use light or medium armor. In the original Fallout, protection generally increased with weight (excepting Metal Armor, sort of), so there was a strategic trade-off, but that effectively ended with Power Armor. PA and HPA granted +3 ST, so the increased weight of the armor was offset by the player's adjusted max carry. Practically speaking, this meant there was no good reason to use Combat Armor or Brotherhood Combat Armor once you gained PA or HPA.
What does all of this mean? It means I think we (myself included) often take weight allowance and item weights (or slots, or whatever abstraction) for granted instead of considering how they influence players' strategic decisions.
True, but Gothic has notably less stuff you can pick up, and bartering has a fairly minor role in the game anyway.