Quote:
Originally Posted by Borodin
You can generally control each member of your team in combat, telling them whether to go after the strongest, nearest, or weakest opponent, to defend, to run away, etc. That noted, like you I considered it weak at the time when it first came out, since you couldn't directly control the combat actions of anybody. My thought was that they were trying to make up for the poor combat AI of their foes, by making it harder to focus your team. Arcanum does roughly the same thing.
I interviewed Garriott when the game came out and asked him precisely about this. Why didn't you allow for plenty of submenus to hold stuff, and auto-move objects into each? His answer was "I didn't want to." Then dead silence. Garriott did things his way, and he didn't like advice.
Still a great game. Each town has its unique feeling and quests. The villainy feels real, rather than cartoonish, as is so often the case in so many RPGs. The environment is far more hands-on than in any subsequent RPG, too.
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Rofl ya it does feel real but avatar at least cud have a notebook to write down his quests.
All in all its a great game, I overcame the inventory problem easy , I just gave all the keys,scrolls etc to the kid and weapons and armour to the stronger characters.