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Originally Posted by Skuld <snip>
6. Explorable wilderness areas. I loved how in BG you could just wander around in the woods for days, which is exactly what I did my first run through because I neglected to read a certain plot required document. I kinda missed that aspect in BGII and IWD.
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Wohoo - it is so rare I find others who liked these areas as well.
"BG1 feel" - all the way
I felt that BG1 gave a good balance between "plot critical" and "optional" areas to explore.
One could also utilize wilderness areas for quests, if for instance NPCs are "alive". Suppose having to track down a NPC that actually moves around between some areas - all you know is that he is usually living in some area, ie a forrest (which consist of a few/several smaller subareas), and then the NPC could leave tracks behind, which you could use to track him down. The NPCs movements could be either random or scripted for instance by using tracks left by the player.
One suggestion would be to not include the "all-powerfull vision" ... no glowing up enemies and NPCs that you shouldn't be able to see by presing a button (tab).
Sure - items and interacteble objects (chests, shelves etc) are fine enough - but it really kills the mood if you know that behind a wall some 10 kobolds are standing because you can see them by pressing tab. (was majorly a NwN problem - can't remember how effective it was in BG-series).