Chris Tian said:
I actually like all that, you never know whats important and whats not. I like that alot more than have my journal spoon feed me every interesting thing.
Yes, but what I'm saying is that most of the time the journal
does spoon-feed every detail of a quest. When there's something worth checking out, the game makes sure you know about it, and it updates the journal with information as you discover more.
Except for the times it doesn't.
I'm not arguing that one way is better than the other, my point is that it shouldn't be inconsistently applied. Either everything of interest goes in the journal or the journal is reserved only for major or story-related quests. The system in place chooses on an arbitrary basis what points of interest are worth recording, so when something isn't recorded the player assumption is that it's insignificant.
Chris Tian said:
The Dog is a poor example, because he is important. The dog belonged to the brother of Odo(the guy who owns this little farm), and the dog howls there because the brother is buried there. The monster plants that appear on the grave only grow where violantly killed people are burried. These two informations prove that Odo murdered his brother for his money.
Again, poor implementation. There are two monster plants in the garden, and while one appears where the dog is barking the other appears at the other end. Is there another body buried there? The dog gives no clue either way, and immediately after interacting with it the Beast and his gang of demon dogs appear outside the garden. Should the player assume that the dog could sense them? Interacting with the dog gives no indication either way. As with many of the other quests and oddities in the game, it's fairly easy to work out in hindsight, but at the time it's pretty much meaningless.
Chris Tian said:
Again something I like far more than always being able to see or know where hidden stuff is because the game hints strongely at it.
Incentive to explore is a good thing. What's not so good is requiring exhaustive inspection of everything in the game. Take the example I gave before, of the random nameless NPC in the first zone who will give Geralt 100 orens; there's no way to get that money (barring looking it up online) without talking to every NPC in the area, the vast majority of whom look identical, wander around seemingly at random, and will speak the same lines when approached. This is A) boring, which is not conducive to further exploration and B) poor design choice, because when the player speaks to ten NPCs and they all say the same thing, how logical is it to expect that the 11th NPC will be different? They do say the definition of madness is doing the same thing over and over again while expecting different results.
Imagine I sent you to a webpage consisting of nothing but a big blue button. When you click the button, the text "Hello, my name is Bingle the Button and I enjoy cross-dressing and dog racing" floats up onto your screen. You click it again, same result. Again, same. Again. Again. Again. Are you going to keep clicking it in the hopes that eventually it will deposit a million bucks into your bank account, or are you going to assume that it only ever says that one line and just stop clicking it?
Chris Tian said:
He is a city guard, they are very distinguishable, the flaming rose guys are in red, the guard guys in white.
Heh, maybe I need to turn up the gamma, it's so gloomy most of the time that they all look the same to me!
Chris Tian said:
If you offended someone or they say "come back later" you just need a loading screen. That means leaving a house, entering a house and traveling to any new area resets them and you can talk to them again.
Handy, I'll give it a try. Thanks.