I know some people dig the old school PC RPG feel but to me, "discoverability" is a really important design aspect of a game for me.
Those sorts of games that lock you into decisions at charger creation that really lock out playstyles honestly bother the hell out of me.
Those sorts of games that lock you into decisions at charger creation that really lock out playstyles honestly bother the hell out of me.
I don& #39;t like having to look up a guide before assigning stat points or doing character creation.
I think this kind of ties into the whole "choices matter" design mantra a lot of western RPGs try to take, but it& #39;s always just the illusion of choice, not real choice.
I hear Disco Elysium is different, but I haven& #39;t played it yet.
I hear Disco Elysium is different, but I haven& #39;t played it yet.
I don& #39;t really care whether i get into the base by shooting a guard or picking a lock and sneaking in before meeting some guy in it and continuing the same plot.
Fallout has always had this problem HARD and a lot of western RPGs seem to emulate it. It& #39;s in everything from Deus Ex to The Elder Scrolls.
Id much rather have a more cohesive and designed experience, and a narrative with a specific character than this kind of illusion of choice.