to break the binary and bilateral thinking, we should develop systems with at elast 3 axes of development or such where xp and levels are only symbolic progress indicator and real changes are in the character development.
I do not think any other gun than prothean rifle will sit on my shep for the first playthrough. On the second, however, I plan to be a walking arsenal.
Being the best of the bad doesnt make it great, only successful. I wish I didnt have so many resons to increment my disgust with each sequel.
And the best that happened to LC is being combined with Indiana Jones to form Daring Do(but not officially).
If we analyse this, the old SW were designed, filemd and succeeded as a trilogy. They changed the view on scifi becuase they appealed through human qualities. They cannot be ignored by any later generation if they wannna know somehing about movies or scifi. And they are incessantly milked and...
another serious issue is how games handle quests,
1.quests must be cancellable and not autoaccepted
2.dont just give me one quest at a time from every NPC.
3.unlockable quests should form a tree in quest log.
4.quest target and context must be there and displayed separately.
5.if you don't...
The default condition of anything is shit untill someone improves it. I cannot stand these dumb systems that any option is selectable the millisecond it pops into existence and has no trigger delay.
Clarity should be priority, as is immersion, which brings us to why-the-flip is the cinematic...
There is never gonna be a Star Wars of a generation. Everything is now spread too thin for dominance, no answer will work, all we can do is fanboy-flame or accept the parallelisation the world has grown into. Historically, the defining factor must be unforgettability and unignorability...
Because the quantity and quality of produced art crossed a critical point, nothing can get as massive as SW. Generation Z's SW is GTA. Gen I's is MLP FIM. Welcome to the third millenium.
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