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47. Re: Fallout 3 Removes GFWL? Jan 8, 2014, 03:02 Beamer
Jerykk wrote on Jan 8, 2014, 01:58:
fiftykyu wrote on Jan 7, 2014, 23:28:
Orogogus wrote on Jan 7, 2014, 19:22:
fiftykyu wrote on Jan 7, 2014, 17:50:
A game that combined Elder Scrolls style open world with Dark Souls style combat might be a lot of fun. Seems Bethesda have gone in the opposite direction since Morrowind, though. Got the impression Witcher 3 was going for that combination, i.e. player skill based instead of mash R1 to kill everything, but we'll see how it turns out...

You feel Morrowind was the epitome of player skill in combat in an Elder Scrolls game?

Ok, you got me. Thought it made sense in my head, but on the page it looks pretty confused. Afraid I'm mixing two separate combat things I'd love to see, i.e. no enemy scaling (Dark Souls fits here, plus Morrowind and many other games) and combat that's player-skill based. (Dark Souls fits here too but as you pointed out, Morrowind, welll... )

I guess one big problem with having combat player-skill based, though - what if the player sucks? If you can't beat the first boss, you're not going to tell all your friends to buy the game. For no reason at all I was reminded of this problem today, while playing Giana Sisters: Twisted Dreams.

Skill-based gameplay undermines roleplaying. If skill matters more than stats, then roles become meaningless because players can do whatever they're good at.

Which is why gunplay can be so hard. Do you make guns do less damage, which makes little sense, or do you make people terrible at aim, which can be frustrating (I always hate gunplay in the first level of Deus Ex, if I remember.)

Best case is Borderlands, where you magically can use guns that do more damage yet look identical. I'm ok with it, but whenever someone tries to add logic around it in-game it falls apart. Better to just not really acknowledge the mechanic.
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