i was going to go with '06, but it looks like '04 was revolutionary for many game genres, and considered a major milestone in video game history due to its lasting affect on future titles.
At least the main game, the world was kind of flat.
The land of Shadow’s map was kind of difficult to read. There was too many layers. Some things were underground. Some were above ground.
If the world wasn’t connected but broken by portals or something, it would have been fine. But condensed like that made it feel too big and I overwhelming.
Morrowind was exactly the perfect size for its content.
I would argue Daggerfalls map is unnecessarily large for the content it offers. At least Morrowinds NPCs have regional variation. In Daggerfall every innkeeper is exactly the same NPC. Its a technical marvel of its time, but by current standards is rather shallow.
This is making me want to replay this game. I don’t really remember much about the story of this one, but I do remember than the slow motion mechanics were much better than those of the first game.
I’m of the mindset that it can never be too big, as long as it has some life to it. I don’t mind games taking a long time to finish. And I don’t mind if the grind is in the traveling. It’s cathartic in a way.
I loved my 3DS. And yeah it’s actually pocket sized, unlike the Switch or Steam Deck. I’m still not sure about the choice of the 3D screen instead of just making it higher resolution lol. The 3D effect was cool but kind of a gimmick.
Like most, it never really interested me. I just liked the clamshell self-protecting design. The 3D slider was firmly set to the ‘off’ position for me!
GTA 5 was boring when it came to exploring, much of it was pretty empty unless there was a mission. Elder Scrolls Arena was just random generated repeated stuff - miles of it. Assassin’s Creed Odyssey was a lot of copy and paste.
Maybe there’s something I’m not getting, but doesn’t the second setup preclude basically anyone from stomping anyone? If stomping others is one’s goal, it’d be through picking a class and then picking on any other class that’s weak to one’s own, no?
Yeah, the point of this comic is less about people buffing their favorite class (though people do tend to lean towards that) and more about people generally thinking ‘balanced’ means everything is equal.
Though the man in the purple shirt is definitely wanting to get rid of the advantages rogues have on mages… The mages symbol also being purple lol.
Assuming this is for a team game, predator-prey relationships create interesting dynamics where teammates have to protect each other from their counters, while also aiming to create situations where they can isolate a countered opponent to press the advantage.
In a 1v1 game though, you do want panel 2. It would be very bad if Street Fighter was decided by playing rock-paper-scissors on the character select screen.
bin.pol.social
Aktywne