![]() ![]() The player only gets to moonlight as a thief the entire game. Or a crime career track, by means of illegal guilds the likes of a robber/murderer/beggar faction. Or official non guild line factions like the Clergy (which the player gets to infiltrate as part of the MQ but can never permanently be part of once the quest line ends). Because KCD lacks active legal NPC factions (aka guilds like Tailor, Blacksmith, Alchemist, Butcher, Mason/Stone/Carpenter, Weaponsmith etc). More complex side quests (especially interrelated side quests) are very limited. So the player is limited to simple favor quests (like getting hides for the tanner to make coin & learn/level hunt skill). But this feature is limited/undeveloped given the dev production constraints. The top 2 sand box features are hunting and map exploration. So the only thing engaging players after replaying the MQ some 3? 4? FIVE? times? would have been the ability for sandbox game play.Įxcept KCD is very lacking in sandbox game play. Modding tools are on indefinite hold for obvious reasons. But IMO, KCD has limited replay value once the MQ story line is completed. If you removed the game breaking bug factor since launch, KCD would’ve been a very satisfying RPG to play in it’s unique historical realism niche. Any RPG (regardless of whether its fantasy, realism and/or historical realism based) that wants to be successful/have longevity needs those 2 features to be “quality” at minimum. TES RPG model has proved this fact since Morrowind. The combination of modding AND a flexible sandbox game play mechanic (especially before mods are added) has been the “Quality” that has kept players attracted and engaged with Skyrim and the TES universe as a whole. ![]()
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