True, IWD really does shortchange the roleplaying aspect, since it is so linear. I think that the reason I really savor IWD is that it is so tactics oriented. The way battles are fought is truly non-linear: You have complete freedom within the context of the battle, and even the order in which many battles are fought. Thus, it is a loosely linear string of non-linear (and highly satisfying) experiences.
IWD reminds me of another tactical game that I think I enjoyed more than any other game I have played: Myth/Myth II. I REALLY enjoyed the physics-based engine and it's direct application to tactics. Tactics, Tactics, Tactics! If BI would add 3-D and true physics-based effects to IWD (where higher terrain makes your arrows fly farther and do more damage, schlogging uphill is slower than running downhill, the steepness of the terrain dictates how much faster or slower, confined spaces amplify damage from explosions, and weather affecting travel speed and the reliability of weapons, etc.), then I would be in Seventh Heaven!
Azred, why do you say that anti-magic shell and mind blank are two of the most useful spells in IWD? I am not hinting that they aren't; just don't have them, yet, and am curious.
Party on!
edited to ask spell questions
[ 10-30-2002, 09:52 PM: Message edited by: NobleNick ]
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