Amethystlock
Member
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When there are new places to travel, two points of interest I'd love is more emphasis on using the map's maze layout and environment objects to strategize and protect yourself, stay out of sight from all the very humanlike types who have a mind of their own, expressed through ex: conversation/altercation/running/hiding/searching/supplying/gathering/HUNTING for you, and voicing their thoughts. We need more Artificial Intelligence. more backgrounds and story through map design, character and npcs who could be one of three things as an ex: 1. a blessing in your lonesome as they follow you or you follow them, and they guide you and tell you what to do and how to do it or vice versa. the feeling of relief from not being alone facing the dangers would need to be high; so high that if you lose him or her, you feel the dread and likeliness of death press hard on the beating heart. you'd now have no one but yourself to rely on for quick wits, and ONLY quick wits, environment strategy and correct order and timing of resources for your unique well-checked plan of action will get you out alive in instances with npc followers. Just imagine the dread of losing a follower like this if it helps; wandering alone in an unknown and unfamiliar place where you see all the things that happen to others that could easily happen to you if you were in the wrong place at the wrong time, just like your follower, very atmospheric. 2. an npc we interact with who stays where they are and isn't much help to us, maybe they're on our side and maybe they're not; this is what we have now, except if we really want to pull off the "non-helpful" or "trying-to-help-in-the-background-through-comms-gear" or "simply there to remind us we're not alone, as they don't have our skill to come with but they're in our situation with us and share their sides with us; I love Fallout, and how Alien Isolation does this;" we can have conversations with them. my favorite experiences with voiced conversations between your character and others; you and Working Joes, because those always end badly and you just fully understand the frustrations in your voice and the coolness of nonhelpful npcs. Especially when an army of them then decides to kill you. going into the third option--- 3. or a curse that'll kill you. They'll see you, react humanly, try to kill anything that moves. background for this reasoning can come verbally, through terminals/notes/books. in Fallout these were usually raiders, or unique npcs you may hear all about in your exploration before finally meeting them, and you decide if it ends badly or they decide for you. In Alien Isolation, you better hide or kill them stealthily or you're dead. All of the above and more emphasis on needing to look around very carefully and remembering everything you can use for a better chance of surviving; a map with wide-open rooms full of interesting things that can tell a story without words(better yet, give us more words through comms gear, voiced conversations, intercoms, and terminals, I cannot stress enough!), strange occurrences, twists and turns and where you can get lost if your mind isn't turned on to your map and surroundings(may be incomplete and you need to explore to find maps) and get killed if you misjudge dangerous people/creatures/robots/environment changes that burn you with fire/electrocute you/getting shot/timing/yourself and your ability/the list is endless/ badly and have nowhere to run back to or hide. Final note: if you are having a hard time with creative quests and they get grindy, I've a full-heart to say garner inspiration from Alien Isolation walkthroughs or Fallout quest styles; and I have not even really touched the surface of Dragon Age's best follower system EVER. It's like your whole team are all your best friends, or something like that. wink. and possible big rivalry. all in approval/disapproval of your decisions/actions and how you listen and talk to them when they want you. A great game developer has to love other games but we all knew that
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