poiumty said:
The corridor you came from. But this is going nowhere.
There was no corridor available (um... 9 harpies blocking it from you?) I guess we are talking about two different encounters. Which is interesting because I could swear this was the only place so many harpies appeared *at once*.
poiumty said:
This is straw-manning so bad it almost hurts. No, I do not want an encounter that kills you over and over, and isn't even a boss fight, as part of the prologue. Something of that difficulty isn't justified to be in the prologue.
And yet difficulty level is not the same in every part of the prologue and no amount of straw will change the fact it gets harder just as you requested. Is it too hard now? Bah...
I am not aware we are suddenly slaves to that asinine construct where you cannot go beyond "boss fights" (hard) and "mob fights" (easy) because... well, for no particular reason other than "because that is how our forefathers have been making games". Except that they didn't, unless you wish to call all those games you didn't want to hear about (and a lot more) badly designed. But then I would have to ask from where you get that blueprint for difficulty curve or "cannot be difficult in the beginning, just cannot"? Is it a recent invention along with awesomeness and streamlining? Or your personal position you chose to express in similar fashion to that hated abomination called objectivity? I didn't bring those examples to show that some random games do this in similar fashion so Witcher could be absolved. But their very existence and critical acclaim proves the fact that game *can* punish you in the beginning without being automatically accused of being *poorly designed*, especially when it is a conscious choice, not the lack of testing. Oh, I agree, it IS a bad decision - but from the perspective of an executive worrying about sales or about word of mouth "it's tooo haaaaard" even when it is often countered by "RTFM". But I do not have a habit of criticising games, let alone their design, "because they will not sell well enough".
[rant] Oh and about the fact that "you cannot expect people to read these days, you have to show them everything" - I fail to see that expecting an effort is a bad design choice (MMO grind anyone? what, is the fact you are "playing" while killing the same mob for 2345345th time enough to call it "different" from reading manual thus "not playing"?). Not when that effort means reading few pages of important stuff. I have no idea where modern world is at this point, but if you are trying to say reading a manual is a chore, work or thing people despise, then I can be only thankful for devs for not adding another brick to that pathetic monument of laziness. [/rant]
And heh... it is still hard to call that kind of "misguided" expectation a bad design - creating a game consisting of lynching, burning crosses and walking in white hoods would mean devs were completely out of touch with modern world and rather disturbed. But neither that example or W 2 requiring you to read manual can be called badly designed just because they are not in line with expectations of the public. Especially when Witcher is NOT designed to please EVERYBODY. http://www.youtube.com/watch?v=EBU4akKPlgs&feature=related if you require a proof that it was a choice
For the 30th time, punishment for things you do not know does not constitute proper difficulty design. Not in the very beginning of the game.
As for the other part - you do realise I'm saying the game is too easy later on, right? What am I supposed to do, change the difficulty slider 10 times per game because the developers couldn't be arsed to balance their game properly? So it's my fault that I'm not doing their job?
For the 30th time, combat mechanic kills you once. After that you know everything that can instakill you (one, ONE thing - being surrounded), but your ability to use mechanics leaves a lot to be desired. How quickly you can master it depends on you. If you cannot be bothered to switch difficulty levels, then yes, it is your fault, because you somehow bothered to choose particular difficulty level in the beginning not knowing (a lie) what to expect. And if the game is too hard for people desperate to play on Normal (not-reading-desciption, lalalala, can't hear you, devs, I know better) it is still not a reason to cry "bad design". Because it might be as well a portrait of "modern gamer", incapable of reading (manual and/or difficulty description), while not being a target group either. And sorry, but it is your job, not devs' to adjust the game to individual preferences just like you can adjust gfx settings manually or rely on the game detecting your hardware. What, should they also guess what is your idea of Easy, Hard and Insane? They spent several years and provided you with a tool so you can spend several seconds - you do that and have fun or you can refuse due to some random principle and blame them.
They could also enforce Easy setting for the Prologue and give you the option to choose later on. Game getting harder later on while Prologue is easy - I think this is the thing you wanted, right? Hey, that means the game can be "fixed" without redesigning everything... so how is that a bad design?
Since when is exploration a genre. Since when are the two of them mutually exclusive. Since when are we overlooking direct faults with the game because of what we think the budget was. The game does not require you to crouch, crawl and you can already break walls without pressing left click to trigger the script. Excuse me if I want to be in control of when I jump instead of getting prompts for it in specific areas. That is obviously a fault of my own and not the game lacking a feature it could do better with.
Since when exploration is an obligatory part of ARPG genre? Since when are we demanding a feature that brings nothing to the game? Unless you mean you simply want "more". That would be understandable, but that jump fetish is not. Also, that particular design choice prevents you from running from some fights - can be praised, can be hated. So you do not have "vertical freedom"... But I find it amusing you treat being in control of difficulty level and being in control of jumping with somehow... different manner. They gave you a choice in one field, stripped it from another - which one is more important and why are you refusing to use the first and demand the second ?
I didn't want to, because it was extremely dumb. But I guess you really don't know the difference between pointlessly interrupting a quest with no warning nor reward and finding a suitable conclusion (either good or bad, satisfying or not) to the side story arc.
Oh I know the difference - it is X or V in quest log. Sidequests have marginal rewards and caring about them to the point of multiple reloading in story-driven game is not a principle I am ready to accept. Especially when even a failure is presented as a PART OF THE STORY.
If you happen to see Radovid in a dungeon, pay attention to his answer when you are asking for a favour. Seriously, Geralt? You expect everything to work for you and wait for your choices?
On a side note there is a bug that caused me to fail that investigation quest in chapter 2 because I visited priest's house too early. Even then I saw no reason to reload and force myself to repeat an hour or two just to see "V" and get 200xp - I already knew everything I needed story - wise. Repeating that would mean something close to punishing myself and keeping Hard difficulty even when continuously killed. At some point it becomes meta-gaming, so thanks, but no, thanks. Consistent storyline beats completionist mode in my book even though I am completionist.
This question was important because a random unforseen death would trigger the same reaction from you as that sudden quest fail did for me: reloading the game. Unless you're one of those who considers the story to be completed and is enriched by the experience of pointlessly interrupting your gameplay.
Ha, if the process "quest failed -> reloading" is automatic, then it is telling more about you than about a game design. Reloading *as a rule* at that point is similar to reloading a game after gruesome death and spamming the field with 100 traps - because it is a sidequest, because even a failure due to world moving on is a part of the story (in Witcher - yes, in other games - not so much), because repeating a chunk of content is way more aggravating than repeating Draug fight - and there no choice about Draug fight either...
And seriously, do you really believe everything important in main story is a result of Geralt's choice? People - including Geralt - are getting kidnapped, killed, betrayed and tricked. In the end you are forced to make a choice and effectively render your previous work useless in one way or another. If you happen to select a particular path for Geralt, you are going to fail regardless of your perspective, because (whoa, game's decision to close avenue for you!) you will have to choose between bad and ugly. You can even fail in both aspects simply because prince Penis (couldn't resist) has his own will and story and your choices in Chapter 2 have unforeseen consequences later(yeah, world moving on despite your attempts to guide it).
Sure, those things will note give you fat X in quest log even though they are way bigger failures than those sidequests when you are simply too late. I am starting to believe they should do so, if only to make a point.