degrassinoel wrote: » generally play all until i find what it is i'm looking for, and that tends to be a sneaky rogue I think it stems back to the days of the original 'Thief' when being a sneaky thief meant playing something awesome.
johnny_ultimate wrote: » That said, I think every game should let you play before allowing you to make a decision. It's unfair forcing a player to pick a class when they haven't had the opportunity to see how the game works. To me, it's relatively poor game design to make a player assign stats and powers etc... right after the title screen. A more sensible approach would be to either offer a 'prologue' introducing better styles before forcing any choices, or better yet start as a blank slate and allow an individual style to emerge naturally and dynamically through play.
Reekwind wrote: » And that, to me, is a bigger problem. There was an interesting snippet of the recent RPS interview with Josh Sawyer on how Obsidian deliberately backed away from more radical ideas when designing Pillars of Eternity, in order to keep that nostalgic 'D&D feel'. Which disturbs me slightly. So I'd like to see more variety in classes, rather than constantly playing off the same three pillars. That said, I also like hitting people hard with virtual lumps of metal - fighter, here.
Sand wrote: » But I suppose they are kickstart driven and they are delivering what the backers called for. They don't have the scope for experimentation that they would have if it was entirely their own project.