Aquma said:
Like the absence of children and severe lack of women,making the story-progress completely faction dependant or the combat system [...] repetitive and unbalanced
The absence of children is pretty common in sandbox RPGs where nothing prevents you from killing them to prevent mature/adult ratings from regulatory entities (ESRB et al.). Women are absent in Gothic 1 because the barrier was erected around a penal colony, which justifies missing children as well.
Aquma said:
But perhaps the greatest flaw Gothic series always had is,in my personal opinion,lack of truly solid,intrguing,original and enchanting story.Which is,for me,half of a good RPG.
Many an old-school gamer would disagree with you. Just ask any veteran Wizardry, M&M, RoA, or Elder Scrolls (Arena & DF) player and they'll say stories are secondary in the face of gameplay mechanics and individual character interaction.As of yet, there haven't been any 'original, solid, intriguing and enchanting' stories so far in CRPGs besides Planescape: Torment. And that game was seriously lacking in the gameplay department.[quote author=Diss]Well of course there are going to be barriers in a game. After all....it's a game. But as you point out in the second half of your sentence, those aren't the barriers I'm talking about. In the Witcher, it's those damn little fences I can't hop over, or an impenetrable hedge. World barriers are acceptable, but I cannot for the life of me understand why some of these barriers exist in Witcher. In fact, there's so much less available movement in the game, too. You can't crouch, can't jump, can't climb. All those things add a lot, imo.[/QUOTE]The Witcher is not about crouching, jumping, nor climbing: the Witcher delivers in other departments, as it was never meant to be an exploration game ala Elder Scrolls/Gothic. Furthermore, you couldn't do those actions in games like Fallout, PS:T, Baldur's Gate, and many others and they were still very immersing. You could even say they're the bastard child of FPS and action games, thus frankly, they don't much to the role-playing department, the defining characteristic of
RPGs.[quote author=Diss]Well, that's the thing. Those early Gothic games weren't MEANT to have you facing multiple enemies, at least not more than 2 at a time.[/QUOTE]Yes they were meant. Orcs, scavengers, wolves, and many other animals were specifically scripted to attack in large packs.[quote author=Diss]Gothic even had the whole "sex with wenches" thing long before Witcher.[/QUOTE]What? You could have sex with prostitutes in Wasteland (1988). That's fourteen years before Gothic. There's also the Ultima VII (1992), Fallout (1997), and plenty of others that don't come to mind right now.[quote author=Diss]Well sure, it definitely was not perfect by any means. But remember, it was also one of the first games to EVER take a shot at implementing some of these types of design decisions, and the first one came out in 2001. That's why I said I think the game should be used as a ROUGH blueprint for all action RPGs, because there's much to improve on, but also a TON of incredible, groundbreaking ideas that have been covered in this thread.[/QUOTE]Gothic didn't introduce anything that hadn't been done before, much less something groundbreaking.
Diss said:
Witcher did a lot of cool new things, too. The use of children, a more adult storyline, etc. But it just disappoints me that they did not do other things that a game like Gothic was doing seven years ago.
The Witcher doesn't need to do any of Gothic's stuff simply because it's gameplay emphasis lies elsewhere, as I mentioned before.
Diss said:
And Gothic was the first game from Pirahnna Bytes, too.
The Witcher is CDProjekt Red's first game as well.