On Divinity....this.
Also story problems keep it back....do not compare this game to Ultima or Baldur's Gate. The storytelling is not great here.
And regarding map markers, there a good ways to do this. NPCs can mark the players map, making it reasonable to have a map marker. But then, this doesn't solve the NPC hunt problem, which would be a nightmare with Oblivions Radiant AI.
The story of Ultima I revolves around the evil wizard Mondain and his rule over the kingdom of Sosaria. According to the game's back story, Mondain created an evil gem over 1000 years ago that granted him immortality.[8] Since then, Mondain has released monsters and beasts upon the land that ravage the villages and towns of Sosaria and cause most of the nobles to bicker amongst themselves.[5] In an effort to stop Mondain's dominion, Lord British searches for a person to bring about the wizard's end.[5] This call is answered by the player.
The player is informed that the only way to defeat Mondain is to travel back in time and kill him before the gem of immortality is created.[9] The majority of the game is spent searching for a time machine, and a way to activate it. Four of the lords in the game, one from each realm, hold a gem that will allow the time machine to work once all four gems have been found. In exchange for the gem, the lord will ask the player to complete a quest that involves traveling into a dungeon and killing a specific creature. Once this has been achieved, the lord will hand over his gem.
The time machine itself also needs to be found. Purchasing a space shuttle and traveling into outer space is a prerequisite of this —the player must become a space ace, by destroying 20 enemy ships, in order to complete the game.[10] Once this task has been completed, rescuing a princess will reveal the location of the time machine, which always appears to the north of the castle in which the princess was held prisoner. The main character will then travel back in time and face Mondain before he has completed the gem of immortality. Destroying the gem is a requirement for beating the game as well as killing the wizard himself. Once Mondain is dead, the player is transported one thousand years into the future and rewarded by Lord British.[11][12] The game narration does not attempt to explain away the temporal paradox caused by killing Mondain 1000 years in the past, thus preventing the events which cause the player to be called to the world in the first place.
Yeah, how could Divinity possibly compete with that amazing story! /rollseyes
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