I think this discussion should stay rather on a mature level without cursing each other, it's somewhat better to elaborate different thoughts, even though I understand some users are triggered by what it has been written previously.
Attacking the users on their experience on this franchise rather than concentrating on their arguments and what they have to say is straight a fallacy.
I understand at this point some of you guys will paint me as a wannabe moderator or social justice warrior, that's just plain wrong, I just want to debate on a healthy manner, regardless on how the heck do you all play this game. Your experience will lie on the arguments you will produce anyway.
We shouldn't implicitely discard new players to participate on discussions, that's not healthy.
I am with Bonestorm and Fivebucks on this one, they nailed everything. Well said.
On that note, I enjoy the different fell of Bannerlord but it would just make the game better to have some of the old features back and others which would simply spice things up so it feels more "living" than as Bonestorm put it: a spreadsheet.
So I assume you disagree with me on Feasts ? Given I just posted a message about this feature.
I don't like the phrase "game X has a lack of choice", because videogames themselves are a restricted medium, thus they are a restritive medium by default! The only "medium" offering many choices is the real life.)
Strictly speaking, without sounding too much pedant, video games offer choices, just like video games has AI.
Sure thing you will get corrected by any Machine Learning Engineer that AI in some video games is so poor that's basically just if/else statements on a packed algorithm. He may be right, but in the
video games context, that's still an AI.
Same things for choices in the game, if the game design allow you to do so ( because it's definitely a harder task than a "corridor" type of a game ) well made games can both create significant choices ( e.g a certain ending ) and create an
illusion of choices.
What do I mean by that is if backed in a certain manner the player can choose a lot of things inside the virtual world the devs are delivering, the trick here is to bake the world in a way that the player doesn't feel the boundaries of this world too much or too easily.
Needless to say that Bannerlord is rather shallow on this segment.
And no, it can sound optimistic and a great subject of philosophy so I'll try to trim this a bit, if I want to be an astronaut tomorrow I can't. It sucks but I can't. Life doesn't give me choices to be born in South America, I'm just born where my parents where at that time, that's it. I do not choose my destiny like an algorithm in a video-game, the concept of illusion of choices can be also applied in real life, see the American Dream.
Algorithms on paper can create an infinite amount of choices, real life can not. If you would say Pen&Paper RPGs yeah I'm okay with that.
between waiting at w lords fief for him to show up, because he will sooner or later return there, and waiting at a feast for a lord to show up, which he might not, is pretty much the same "fun" experience
No, big no, big no no. But I'm paraphrasing myself at this point.
Assuming to know what I think and understand is a bit bold, I think.
That's the very reason as to why I choosed to use the verb
assume, seem and
think to leave the doors opens.
Now
I think you're overthinking a little bit too much.
(I'm saying it reads weird and pretentious, not that you intended to be pretentious.)
Thanks for this lesson in communication! (I'm not kidding you) I will be more polite in future arguments to provide even stronger, yet less pretentious, counters.
I'm definitely aware of that, it might be because I have issues findings some words or expressions, figure of speech you name it in English.
I didn't want you to give a lesson tho, I'm not an instructor and you shouldn't listen to me in this context, I'm pointing some flaws I've seen on your message, that's it. Tomorrow is another day.
In all these games the player is the trigger for every dialogue, either by standing at a certain point or actively pressing the "interaction button". They all are a chase for NPCs to then "tick a bland array dialogues".
But this isn't a zero-sum game, just because the others games did it at a certain point doesn't neglect the fact that Bannerlord did this especially poorly. Organic-wise, BL is shallow, whereas on some others games you can pretty much follow NPCs during their daily routine ( Oblivion, 2006 tho ) to talk to them.
Bannerlord is quite unique in this context, it got a worldmap à la Total-War, small scenes / instances like Oblivion or any non fully open-world 3D game, yet whereas you lean in the former ( Total War ) or the latter ( scenes / instances ) everything feels dead.
As an example from a person not working in this industry
at all, the small addition to simulate a real caravan entrance in a city while you're visiting it ( bonus points if it's a real caravan taken from the world map of course, it could strenghten the immersion ), seeing the merchant sellings/buying goods and then returning to the gate to dissapear from the scene and/or the player's viewport could add a tremendous amount of life inside the cities.
That's not rocket science for Christ sake, indies have been doing this for a solid decade actually.
I agree with you thought that some games just mask mechanisms better than others, let me slice this argument a little bit, to mask a mechanism the premise is to have a mechanism that works in the first place. Bannerlord has none of that unfortunately.
The disengagement should have happened a long time ago but I guess some of us are stubborn.
If you have nothing to say, your best bet is to let this subject sink and let the " some of us stubborn" spend their week-end the way they want.