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	<title>炎上まとめwiki - 利用者の投稿記録 [ja]</title>
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	<updated>2026-05-13T05:22:04Z</updated>
	<subtitle>利用者の投稿記録</subtitle>
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		<id>https://plamosoku.com/enjyo/index.php?title=Avowed_Should_Keep_These_Pillars_Of_Eternity_Features_To_Differentiate_It_From_Skyrim&amp;diff=1804608</id>
		<title>Avowed Should Keep These Pillars Of Eternity Features To Differentiate It From Skyrim</title>
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		<updated>2025-10-16T12:20:17Z</updated>

		<summary type="html">&lt;p&gt;SavannahBabb: ページの作成:「If Avowed doesn’t figure out ways to create more dynamic opportunities in its open world, then there risks being a separation between the storytelling and the world tha…」&lt;/p&gt;
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&lt;div&gt;If Avowed doesn’t figure out ways to create more dynamic opportunities in its open world, then there risks being a separation between the storytelling and the world that story is. As it stands, the classic first-person RPG formula tells a story through its quests, and presents the player with an open-world to explore. Until exploring that open world begins to create dynamic stories in its own right, it’s unlikely any new entry to the genre will be considered a worthy next-gen successor to Skyr&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As a frontier, Solstheim inadvertently overcomes some of Skyrim ’s most common criticisms . While hold capitals like Whiterun in the main game feel suspiciously small for cities, the tiny settlements of Solstheim feel more realistically sized considering how isolated their populations are. It’s immersion-breaking when Nazeem assumes the Dragonborn has never been to Whiterun's Cloud District, which consists of one building usually no less than a hundred feet a&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In contrast, the townsfolk of Solstheim frequently reference their isolation and the small size of their settlement, despite Raven Rock being bigger than some of Skyrim ’s other settlements like Riverwood and Rorisktead. Avowed could create towns which are the same size as Skyrim ’s cities, but seem far more convincing as hastily constructed frontier towns than ancient seats of power no bigger than a f&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In this sense, the Living Lands have a chance to intensely reflect the entirety of Eora , t he name of the world first established in Pillars of Eternity . The Living Lands are described as a &amp;quot;lawless land&amp;quot; where different communities are constantly at odds with one another that result in petty armed conflicts. That constantly changing composition of the setting's inhabitants, however, shouldn’t undermine the opportunity for the Living Lands to reflect the intensely different cultures from across E&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Little is known of [https://Sun-clinic.Co.il/he/question/how-avoweds-dungeons-should-differ-from-skyrim/ avowed Collectibles] outside of some key details. It's set to take place in Eora, the same world as Obsidian's Pillars of Eternity games , and it will take players to The Living Lands. This location hasn't been seen in the developer's games before, so Obisidian Entertainment has a blank slate to work with when crafting its world. The reveal trailer has also suggested that Eora's gods will be involved in the game, as it contained prominent appearances from Woedica, goddess of law and justice. Ultimately, to avoid continued comparisons with Skyrim , there are some features that Obsidian could look at adapting from Pillars of Eternity to help the title stand &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There’s an argument to be made that Obsidian’s follower design comes with risks in an open-world RPG. While character-driven games like BioWare’s Mass Effect series are able to make the most out of well-developed companion characters thanks to the clearer characterization of their protagonists, the followers in games like The Outer Worlds can highlight just how much of a blank slate the player character is to the detriment of immers&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In fact, those differences could be the source of many of the &amp;quot;petty wars&amp;quot; across the landmass, while allowing players to interact with cultures that feel as alien as Morrowind ’s, seeing the difference imprints those cultures leave on the unmarked territory of the front&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For fantasy fans who err towards evil, Avowed should also include multiple ways to introduce hostility to otherwise non-hostile default encounters. Players should be able to tell a traveler they meet on the road that they’re robbing them, for example, instead of just pick-pocketing in games like Skyrim and hoping they succeed. The NPC might then take several factors into account before deciding whether to give up their goods or put up a fi&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Avowed will be set in the Living Lands, described as a &amp;quot;lawless land where communities band together, fall apart, and fight petty wars with eachother constantly.&amp;quot; The two Pillars of Eternity games were set in Dyrwood, a warring kingdom, and the Deadfire Archipelago , a distant chain of islands populated by pirates and outca&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Companion characters aren’t the only likely difference between Skyrim and Avowed . Based on other Obsidian RPGs , it’s more likely that Avowed will have a greater focus on its main quest than Skyrim does, and despite its open world, Obsidian’s past games suggest that it’s more likely that Avowed will block off its world after the main quest is completed, though this is far from cert&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Managing in-depth systems such as party members could be difficult to manage in real-time, so another opportune feature for Obsidian is a tactical pause. PoE, like Baldur's Gate which inspired the series, contains a real-time pause element and this could be transferred to Avowed and prove to be useful. GreedFall from developer Spiders is a great recent example of an action-RPG that used a tactical pause to great effect. At the touch of a button, combat is paused, and the player is free to map out their next move. This approach could suit Avowed as it's simple to use and wouldn't detract from the action-orientation of the game too much. Using a straightforward pausing system like this could help gamers manage their followers' actions and insight into their combat situat&lt;/div&gt;</summary>
		<author><name>SavannahBabb</name></author>
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		<id>https://plamosoku.com/enjyo/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:SavannahBabb&amp;diff=1804604</id>
		<title>利用者:SavannahBabb</title>
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		<updated>2025-10-16T12:19:06Z</updated>

		<summary type="html">&lt;p&gt;SavannahBabb: ページの作成:「Hi, everybody! My name is Mellissa. &amp;lt;br&amp;gt;It is a little about myself: I live in France, my city of Marseille. &amp;lt;br&amp;gt;It's called often Eastern or cultural capital of CENTRE.…」&lt;/p&gt;
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&lt;div&gt;Hi, everybody! My name is Mellissa. &amp;lt;br&amp;gt;It is a little about myself: I live in France, my city of Marseille. &amp;lt;br&amp;gt;It's called often Eastern or cultural capital of CENTRE. I've married 3 years ago.&amp;lt;br&amp;gt;I have two children - a son (Bernadine) and the daughter (Myles). We all like Motor sports.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Feel free to visit my site :: [https://Sun-clinic.Co.il/he/question/how-avoweds-dungeons-should-differ-from-skyrim/ avowed Collectibles]&lt;/div&gt;</summary>
		<author><name>SavannahBabb</name></author>
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