(November 28th, 2014, 22:50)Bobchillingworth Wrote: Oh man, if I had played Divinity II without the expansion I would have been unbelievably upset ![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif)
Never, ever, even consider reading Tad Willimans'
Memory, Sorrow, and Thorn cycle then.
(November 28th, 2014, 22:50)Bobchillingworth Wrote: The random loot was actually my favorite part of the game!
To me, their are two types of "CRPG" games regarding loot.
- Games with endless respawn (Diablo-style): in those, random loot makes perfect sense. Unique items are actually a design flaw there, but that's another debate.
- "Closed" games, with no respawn and thus finite ressources (Baldur's Gate series for instance): in those, I consider random loot a mistake.
There's that common idea that "random" and "procedural" makes for a lot of replayability... I hold the opposite view: for me at least, it hurts replayability a lot since it removes a lot of the planning element.
Case in point, FTL: I've enjoyed the game and spent a lot of time with it (close to 200 hours I believe)... but I've come to the conclusion I would have enjoyed it a lot more and would most likely still be playing it if the encounters were fixed, and not random.
I simply enjoy planning and executing more than just reacting.
With the randomized sectors, the overall plan is always the same (try and max out encounters, ...). Note that the main variance comes from the non-random element: ship designs.
With a fixed map, I could have gone and planned for a lot of challenges (lowest number of jumps, lowest scrap spent, ...). But the random map makes those meaningless.
Guess I'm just variant scum.