Dragon Age: Origin

Post » Thu Oct 15, 2009 2:40 am

Hey, Jade Empire is in no way substandard! :P

I said "not easily moddable or average to substandard RPG". While JE could be modded to small amounts, it's by no means really moddable. Tweakable you could call it ;).

Slapped a restrictive linear game on top of a pile of existing stuff sounds about right. But that 'pile of existing stuff' is exactly that. A pile, an unorganized mess. It doesn't flow like a story should. There's no progression. It's go to one of these four places, fix their mess. Go to one of the other three places, fix their mess. Go to one of the other.... YAWN. I couldn't believe how bad this story was. Mainly because I couldn't believe it.
If you haven't noticed, Bioware has pretty much released the same story structure for many years now. It worked somewhat at first (SW Kotor), but now... not so much anymore.

If you compare DAO to BG2, then you could say that the three "non mainquest-mainquest areas" are comparable to BG2s sidequest. If you look at them like this, then they would work. But then the main plot would suddenly be reduced to five hours at best, of which nearly everything is just fighting and fighting and even more fighting. Against the same enemies. Does not work all too well.

Yes, I know it's fantasy, it's not meant to be believable.
The bigger problem I see is, what - for me - kills believeability is that everything just looks stolen. I mean, a lot of world elements seem to be taken directly from The Witcher. (Which is, all in all, compared to DAO a vastly superior game, both in setting and in story.)

I've played pretty much all RPGs of the last dozen years, and few supposedly new settings were so uninnovative like DAO's. That the entire story structure was seen several times used in exactly the same way by the same developer in the last years also didn't help.

But a good writer is able to suspend the reader's (or player's) disbelief. Dragon Age doesn't. The story is 100% immerssion breaking. The history and depth to the world is great - no faults there
I disagree. Most of what's been told is, well, told. The curse of the codex, so to speak.

Old rule: Show, don't tell.

If you look at BG2 or Witcher or, hell, even Might and Magic, they show a lot more than merely tell about it. Even Morrowind, master of telling ( ;) ), shows more than DAO. Stuff that's only told is "fake depth" imho.

I really would love to see someone justify why the story of this game is so amazing, because I genuinely can't see it
It's the presentation. Sigh.
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Jennifer Munroe
 
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Post » Wed Oct 14, 2009 10:56 pm

To me, a good story is an original one.

I really enjoyed the movie Assassins starring Antonio Banderas and Sylvester Stallone. The Assassin character played by Banderas was especially memorable and in DAO the character Zevran is a near perfect copy of him: Zevran talks like Banderas, uses similar phrases, and he is even an assassin.

If you are going to copy a character from another story/movie at least don't make it so obvious.

Knowing this, how can anyone claim the story is great etc?
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Yvonne Gruening
 
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Post » Wed Oct 14, 2009 10:02 pm

If you are going to copy a character from another story/movie at least don't make it so obvious.

Knowing this, how can anyone claim the story is great etc?


This is what happens when you're more interested in dropping Easter Eggs into your game than, you know, making the game? :)
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Stephy Beck
 
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Post » Thu Oct 15, 2009 3:37 am

It's far more linear than Oblivion
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Annick Charron
 
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Post » Wed Oct 14, 2009 6:19 pm

Sure, the OB modding community may lose a few members, but not a whole lot. :)
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Monique Cameron
 
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Post » Thu Oct 15, 2009 7:07 am

I wouldn't expect we'll lose enough to even notice. The modding potential for DA:O is extremely limited, especially once you've actually finished the game, because of all the stupid things they could do, they cut off access to all of the stock game locations on your "final save" that gets made once you've won. Only DLC locations remain accessible.
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Julie Ann
 
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Post » Thu Oct 15, 2009 4:00 am

Am I the only person who hated DA:O's story?

I was promised a story encompassing the Grey Wardens, where I would save the world from invading Darkspawn and Demons. I was expecting twisting plots surrounding the rise of the Darkspawn, with epic battlefields and heroic moments.

Instead, 95% of the game is spent visiting each of the major powers in Ferelden (Humans at Redcliff, Mages at the Tower, Dwarves in Orzammar, and Elves in the Brecillian Forest) and babysitting them. Sorting out their MASSIVELY coincidental problems, which had nothing to do with the currently invading Darkspawn, and yet each problem threatened the existence of each of these four powers. I had to sort them out, because they were too retarded to sort themselves out. After I had fixed all of their unbelievable problems (so unblievable that they were all happening at the same time that it was completely immersion-breaking) I finally spent the last 5% of the game fighting off the Darkspawn. Even if there hadn't been a blight threatening the world, the whole of Ferelden would have been destroyed from these problems anyway.

Am I missing something? Did I play a different game to you guys? Because that story doesn't seem impressive to me. Taken to a book publisher it would be laughed out of the door. I'm not saying Oblivion's was an example of a great story either... but I just don't understand where people are coming from when they say "You played DA:O yet? How awesome is that game!? Such a great story!" One day the world of games will return to epic storylines like FF6, and mysterious mind-screwing plots like that of Vagrant Story. Until then, we're left with monotonous, repetetive drivel like Dragon Age it seems.



i'm not saying that DAO had the best story ever but it was a lot better than Oblivion .. besides ...in oblivion you're playing an errand boy..go there.. do this... and the final invasion by dagon wasn't much to look at either :D
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Louise Lowe
 
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Post » Thu Oct 15, 2009 5:17 am

It's a great game but... it does not have the same feel. In TES games you feel much more freedom to play and mod than Bioware games that are much more linear and, while very moddable, are not open canvas like TES games.
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Eilidh Brian
 
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Post » Thu Oct 15, 2009 6:17 am

My brother's giving me this for Christmas (he's a good brother, but not subtle in asking what people want for Christmas).

That same computer will have Morrowind and Oblivion installed on it.
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Nienna garcia
 
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Post » Wed Oct 14, 2009 5:58 pm

That same computer will have Morrowind and Oblivion installed on it.

Careful there, install too much awesomeness on one PC and it could explode!
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Isabel Ruiz
 
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Post » Wed Oct 14, 2009 8:58 pm

I didn't even buy the game because I'm afraid of being let down like other games I've bought this year ;o. If Morrowind was able to survive the Oblivion surge after all this time, then Oblivion will survive games that come after it.
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I love YOu
 
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Post » Thu Oct 15, 2009 2:16 am

I didn't even buy the game because I'm afraid of being let down like other games I've bought this year ;o. If Morrowind was able to survive the Oblivion surge after all this time, then Oblivion will survive games that come after it.
Off-topic'ky, but you needn't be.
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Tha King o Geekz
 
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Post » Thu Oct 15, 2009 5:13 am

Careful there, install too much awesomeness on one PC and it could explode!
I find that the mere existence of Windows (even Win7) provides enough buffer between awesome to protect any PC.
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Alan Whiston
 
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Post » Wed Oct 14, 2009 4:46 pm

Don't tell me Oblivion has a great, plot-twist filled storyline.
It's "Get the amulet, find son, lose the amulet, find the amulet", as far as I know.

I didn't say that. But I was very careful to say that a LINEAR rpg needs a great storyline. Oblivion's may not be great (though I would argue that it is better than DA:O's, for the fact that it avoids coincidence, the number one DO NOT USE in literature, whereas DA:O runs towards it with outspread arms), but Oblivion has the advantage of being open-world, ensuring the game provides a plethora of other interesting story paths such as the Dark Brotherhood and Thieve's Guild. I'm going to pretend the Mage's Guild story didn't exist >.>

DA:O doesn't benefit from this open-world mechanic, and instead has to rely on a strong and enigmatic main storyline, which it just doesn't possess.

If you haven't noticed, Bioware has pretty much released the same story structure for many years now. It worked somewhat at first (SW Kotor), but now... not so much anymore.

If you compare DAO to BG2, then you could say that the three "non mainquest-mainquest areas" are comparable to BG2s sidequest. If you look at them like this, then they would work. But then the main plot would suddenly be reduced to five hours at best, of which nearly everything is just fighting and fighting and even more fighting. Against the same enemies. Does not work all too well.

You're right. KOTOR was amazing, and will always be one of the most memorable rpgs i've ever played. But that game's storyline still made sense did it not? It's been a while since I played it last, but none of the events occuring on the different planets you visited felt horrendously coincidental, and in fact you expected a bit of an adventure to accomplish your goal on each one (to uncover a piece of the star forge, an ancient relic scattered across the galaxy). In DA:O you're merely expecting to convince a political and military power of Ferelden to honour their ancestor's vows. Instead, you're forced to sort out their problems against your will (so much for 'do what you want' dialogue branches). Perhaps the other reason KOTOR stands out more is that the main character had a massive secret and revelation. The main character in DA:O is left blank as a clean canvas, for an obvious reason of course, but perhaps this wasn't the best decision after all.

The bigger problem I see is, what - for me - kills believeability is that everything just looks stolen. I mean, a lot of world elements seem to be taken directly from The Witcher. (Which is, all in all, compared to DAO a vastly superior game, both in setting and in story.)

On a side note, The Witcher is a game i've heard so much about, and still have yet to play. *Scribbles note to put some of January's student loan installment towards The Witcher*

I disagree. Most of what's been told is, well, told. The curse of the codex, so to speak.

Old rule: Show, don't tell.

If you look at BG2 or Witcher or, hell, even Might and Magic, they show a lot more than merely tell about it. Even Morrowind, master of telling ( ;) ), shows more than DAO. Stuff that's only told is "fake depth" imho.

This is an interesting point, on which I agree with you on some aspects, but not all. I wonder if you agree with this:

'Showing' the lore in the game is indeed very important, and something that DA:O perhaps does fail in, relying too heavily on assuming the player will want to read the codex. I never understood certain aspects of the game world until I read the codex entries relating to them, particulary regarding locations, where a well executed cut-scene (something else DA:O fails in compared to other popular linear rpgs (Final Fantasy for example provides amazing cut-scenes, whether you love the material or not, they are incredibly well executed)) could have conveyed some of the finer points in an interesting and absorbing manner.

But, I also believe that 'telling', as you put it, is fundamental in games for players who seek a greater understanding of the world they are exploring. Mass Effect is the perfect example of this, even providing spoken word entries in its codex. I sat up in bed for hours the day I bought that game pouring over the codex throughout the night, I was that interested in the world. But Mass Effect didn't require the player to read the codex, whereas DA:O does, particularly for quests. An old rpg I played (maybe Grandia?) had a library I recall, filled with books about game lore, detailing locations and key historical characters. You didn't have to read these books, but they added to the world, and were a great optional addition. Oblivion's books work in a very similar way.

So while I agree that DA:O relied far too heavily on the codex, to the point where it became mandatory to read for a real understanding of what was going on rather than an optional divulgence, I would say that the idea of a codex is a genius idea (particularly in Mass Effect), and that 'telling' is a great supplement to 'showing', and should be included in any serious role playing game. Perhaps it should be: "show, and then tell", rather than "show, don't tell."

It's the presentation. sigh.

I'm not sure what you mean here. It was in response to my genuine question about what makes the story so good in DA:O. The presentation of the story? It was presented in game format, and presenting it in a leather-bound book wouldn't alter my opinion of it. I'll keep searching for hidden references within the story, for an awesome plot-twist that perhaps I missed, for innovation and literacy genius... but I keep seeing a story full of coincidence, which any literature student is told in the first year of study to avoid at all cost. Yet DA:O piles it on in the wagon-load... and people wonder why gaming is still not considered mature...
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Spaceman
 
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Post » Wed Oct 14, 2009 5:34 pm

On a side note, The Witcher is a game i've heard so much about, and still have yet to play. *Scribbles note to put some of January's student loan installment towards The Witcher*



The Witcher is a really cool game...some really dark, dark areas of your mind get explored in that game and you have a lot of choices to make regarding things you might not really take a lot of time to think about normally...
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Nims
 
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Post » Wed Oct 14, 2009 6:35 pm

On a side note, The Witcher is a game i've heard so much about, and still have yet to play. *Scribbles note to put some of January's student loan installment towards The Witcher*


Yes, definitely do that. We'll even forgive you for not touching Oblivion while you play it :)

Just make sure you pick up the enhanced edition, I'm told the non-enhanced edition sort of fell short.
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claire ley
 
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Post » Thu Oct 15, 2009 7:49 am

You're right. KOTOR was amazing, and will always be one of the most memorable rpgs i've ever played. But that game's storyline still made sense did it not?

If you look at it not from a story content perspective (while KOTOR also was a lot coincidental, btw), but from a story structure perspective, you'll notice that it's nearly the same as Dragon Age. (And nearly the same as Mass Effect, etc.)

It's no question of making sense. It's a question of choosing a story structure that may not fit the planned story. And as a result you've got something like DAO ;).

On a side note, The Witcher is a game i've heard so much about, and still have yet to play. *Scribbles note to put some of January's student loan installment towards The Witcher*
Go play it :).


'Showing' the lore in the game is indeed very important, and something that DA:O perhaps does fail in, relying too heavily on assuming the player will want to read the codex. I never understood certain aspects of the game world until I read the codex entries relating to them, particulary regarding locations, where a well executed cut-scene (something else DA:O fails in compared to other popular linear rpgs (Final Fantasy for example provides amazing cut-scenes, whether you love the material or not, they are incredibly well executed)) could have conveyed some of the finer points in an interesting and absorbing manner.

But, I also believe that 'telling', as you put it, is fundamental in games for players who seek a greater understanding of the world they are exploring. Mass Effect is the perfect example of this, even providing spoken word entries in its codex. I sat up in bed for hours the day I bought that game pouring over the codex throughout the night, I was that interested in the world. But Mass Effect didn't require the player to read the codex, whereas DA:O does, particularly for quests. An old rpg I played (maybe Grandia?) had a library I recall, filled with books about game lore, detailing locations and key historical characters. You didn't have to read these books, but they added to the world, and were a great optional addition. Oblivion's books work in a very similar way.

So while I agree that DA:O relied far too heavily on the codex, to the point where it became mandatory to read for a real understanding of what was going on rather than an optional divulgence, I would say that the idea of a codex is a genius idea (particularly in Mass Effect), and that 'telling' is a great supplement to 'showing', and should be included in any serious role playing game. Perhaps it should be: "show, and then tell", rather than "show, don't tell."

Let me rephrase my comment: The problem is how the codex work (both in Mass Effect and in DAO).

Other games also use various "tell" methods to confer background informations to the player, however this is done in a subjective way. Which means the information is filtered through the eyes of others, therefore actually showing something about the world. Example given the books in Morrowind, Oblivion, or The Witcher. They present in-world worldviews, not facts. The codex presents facts.

A good comparison, which may have started this mess: The Freespace Techroom. Similar as to DAO being a big (but failed) The Witcher rip off, Mass Effect was a big Freespace series ripoff. And Freespace featured a techroom full of background information. However even this information was filtered heavily, and you could actually see it change when you discovered something. It was more of a "read what's in character known" place than "read what the writers set the world up to be" device Bioware uses.

And in addition the actual in game showing felt flat, too. That's no question of cutscenes - e.g. Planescape: Torment worked without cutscenes. Witcher used some cutscenes, but also not for showing backgrounds of the world. Well, mostly. Good showing is done in game, using the media. But most of what's actually shown in DAO are the parts pretty much stolen from other games (like how the elves are treatened -> the Witcher), but nearly nothing original.

Complete contrast: Look into the nightsky of Morrowind/Oblivion, and pay attention to the moons. The stars shine through them when they fade, and that's actual lore in action. You don't find such little details in DAO.


I'm not sure what you mean here.
I've meant that a lot of people confuse the content of a story with it's presentation. DAO has good presentation of a, hmmm, substandard story. It was a bit of a sarcasm mode ;).
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Ashley Hill
 
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Post » Thu Oct 15, 2009 3:34 am

Just a quick note: STEAM has the Witcher Enhanced Edition Director's Cut for 14 dollars right now.
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Nick Swan
 
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Post » Wed Oct 14, 2009 5:49 pm

Steam may be causing a big break for me.

I've got Morrowind and Oblivion on my laptop. And I got Dragon Age: Origins for Christmas.

Then I reinstalled Half-Life 2. And now Steam has sold me The Witcher: Enhanced Edition Director's Cut for $13.89, STALKER: Shadow of Chernobyl for $1.99, Torchlight for $4.99 and Serious Sam HD for $9.99

And there's a week left of daily specials.

Dead Space is so tempting today.
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Blackdrak
 
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Post » Wed Oct 14, 2009 10:52 pm

I've beaten DA:O 7 times and am now tired of it. It is extremely linear and once you beat it this many times playing it again seems long and boring. This is why I am coming back to Oblivion.
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michael flanigan
 
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Post » Wed Oct 14, 2009 9:23 pm

Oblivion has something quite close, such as Viconia and Saerilith...

And now Emma's http://www.gamesas.com/bgsforums/index.php?showtopic=1064557 ;)



Am I the only person who hated DA:O's story?

You know, the more I've played the game the more its plot reminds me of Oblivion.
Spoiler
Invading hordes sent by a god from another plane of existence to conquer mortal realm...King/Emperor dies in the beginning of story...travel to several cities in order to persuade the cities to send reinforcements...self-effacing traveling companion who becomes king/emperor...



DA is a book series that existed prior to the game.

That's slightly misleading. Gaider most likely began work on the novels after he had finished work on the game. It's probably more correct to consider the books merchandising 'tie-ins' than pre-existing books (ala The Witcher).
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Janeth Valenzuela Castelo
 
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Post » Wed Oct 14, 2009 5:00 pm

I've only just started play DA:O, as I just received it for Christmas. I'm glad to have something new, but a few hours playing just made me want the next ES game even more. The play experience is so much less personal, even when you don't consider the borderline-turned-based "tactics" aspect of combat (edit: which I do like, as it adds variety to my current playlist); the world looks like a cheap construct reminiscent of Diablo II (due to enforced camera perspective, not due to bad graphics), the controls remind me of Kings Quest (pick your version), and... wait, loot sparkles? Really? We're back to that?

It's a shame to see all that gorgeous texture work go to waste, for sure.

As a writer, I am intrigued by this "codex" concept that has been discussed. I am firm believer in showing, not telling - that is a concept of storytelling that has always been solid. The magic happens when the nuances of character and plot make themselves apparent through implications, sensory details, and action. That said, I have yet to bother reading any of the codexes, so I have no idea what's in there that I'm missing.

I see no point in modding it or getting mods for it, because already the game seems too linear to be worth the time investment. I will play it through a few times to see the story, and I will miss my Tamriel sandbox all the while. :)
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Kitana Lucas
 
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Post » Wed Oct 14, 2009 9:42 pm

Gonna start playing DA:O now, better time me and see how long it'll take before I get tired of it. :P
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Susan
 
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Post » Wed Oct 14, 2009 10:28 pm

Gonna start playing DA:O now, better time me and see how long it'll take before I get tired of it. :P

I have been playing it since day of release. I still can't put it down. :)

However, that in no way means I will stop playing Oblivion (or Morrowind, for that matter.) Or the Witcher, which many of you know I just love. I have certain games that I play through and uninstall. And certain other games that I play through, never uninstall, and always seem to come back to. (OB, MW, Witcher, now Dragon Age.) It's an excellent game. And for being an excellent game, I still see no reason why I would have to "choose" it over other games I love. I just make room for it in my play schedule (once I get over my initial obsession.)
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Sophh
 
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Post » Thu Oct 15, 2009 7:16 am

I played Dragon Age 2 times and put it down for Risen - a most exceptional surprise! Well, not a very big surprise if thinking that it comes from the same team as the Gothic series, but I must say, it is the nicest blend of game and level design I've seen since Oblivion (actually some dungeons put our beloved Oblivion a bit to shame...) and the art is quite good as well, especially the weapons design, which was quite yucky in Dragon Age (especially those 2H swords, some of them looking like train doors with handles attached to one end...). One thing was under par, the animations and character design, I'd say even under MW level - although I can't say DA shined in that too much (again, the awful 2H animations!!!), even if Morrigan was one hot witch! :) The aforementioned The Witcher, on the other hand, although just about as linear as DA, was a very nice surprise, very entertaining, advlt-oriented, action-RPG: just the thing I was looking for a long time (other than TES).

What these 3 games (Witcher, DA and Risen) missed and Oblivion has: a proper construction set... DA has a ToolKit, but it is fairly unusable, unless you have the patience of the Sphinx and the expectation of an ant... :) To me it looks much like a hacker's tool, not exactly something you'd want to use to build levels, add items, make quests, etc. I mean, you need to run a script to add a bloody knife to that game! In Witcher I managed to change some weapons among them, retex others, etc. - minor stuff, only for personal use; in Risen I managed only so far to find an unpacker and extract the mesh files - and now I'm looking at something I don't know what to do with...

Conclusion: like it or not, the people at Beth managed to do something others can only dream off - give their customers the possibility of extending and expanding their game way beyond anything else other games can have. It is a good pitch, it keeps a decent community, people keep coming back (even myself I opened again the CS after 3 or 4 months of messing with other games). Cheers Beth, let's just hope TESV won't fall short of what was done so far! :foodndrink:
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Tanika O'Connell
 
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