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Of Ropes, Torches, Axes, and common sense.


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Goblin Squad Member

Just a short thing: There was an extremely cool (!) grabbing button in Dragon's Dogma (similar to Shadow of the Colossus). That kind of climbing, holding onto changed my view on a lot of RPGs because THIS is exactly the kind of moving dimension that most RPGs lack. That grabbing button, if implemented better than in Dragon's Dogma could change a lot in terms of exploring from jumping an holding on to an edge to grabbing a rope. I realise that this is not going to be in PFO and is probably too complicated to implement into an RPG so it'll stay in the action adventure genre forever, but still I just wanted to mention it.

Goblin Squad Member

I sure hope there is flying. Otherwise having a carpet of flying will not be as fun if it only hovers over the ground. Merely replacing the need of a horse.

Goblin Squad Member

Caedryan wrote:
Just a short thing: There was an extremely cool (!) grabbing button in Dragon's Dogma (similar to Shadow of the Colossus). That kind of climbing, holding onto changed my view on a lot of RPGs because THIS is exactly the kind of moving dimension that most RPGs lack. That grabbing button, if implemented better than in Dragon's Dogma could change a lot in terms of exploring from jumping an holding on to an edge to grabbing a rope. I realise that this is not going to be in PFO and is probably too complicated to implement into an RPG so it'll stay in the action adventure genre forever, but still I just wanted to mention it.

Yes, come to think about it, a lot of mmo landscapes - you just watch your char run/walk ie skimming over the surface (minimum contact effectively) and not really interacting with the game world. It's usually a problem of the world looking like a pretty painting/picture but through a window. Maybe that is one area minecraft made such a splash, modelling the environment with objects.

Perhaps "grab hold of" objects in parts of the world would be good eg cliffs, trees, ladders, ropes etc. :)

Goblin Squad Member

Since the game-physics don't already handle such things, and since it would take an immense effort to implement a physics engine that understood that horizontal tree branches can be grabbed, the only way I'd expect to see objects we would see "grab hold of" objects is if the developers explicitly mark each and every one. That sounds like a lot of work...

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