Grovermancer wrote...
I'm not suggesting taking Awakenings classes AS THEY ARE NOW, and just "forcing" them into Origins...
I'm talking about them being PROPERLY INTEGRATED INTO ORIGINS, FROM THE START. That means balance, access, integration, would all flow seamlessly.
In NWN, you could appropriately access the expansion classes in the original campaign in a balanced, intelligent manner. That's what one would expect with the Awakenings 'expansion' classes.
That's what I'm talking about.
Oh I see. My mistake. Still, there's a big trade off in going this route as well. Balance is a touchy thing. It requires a lot of time to get right. How does one rebalance abiltiies like the Battlemage's Draining Aura and the many abiltiies that function by draining stamina/mana over time for an Origins character that has very little of this to begin with for most of the game? There's also the issue of the more time the devs spend creating balance for it in Origins, the less time they have to work on content for Awakening. This issue brings up a new issue of deciding what has more worth: Creating more value for Origins itself or creating more value for Awakening? In the end, it would most likely be decided that adding more value for Awakening has more worth in this case. With no New Game+, adding value to Origins is limited to new characters. Existing characters can only enjoy the new value if it's in the form of a new quest(s). On the other hand, all characters can equally enjoy the value of more value in Awakening.
Nikatjef wrote...
To the people who comment on how much
work it would have been, I disagree. Bioware has stated multiple times
that DA:A was in development for over a year, and many of the new
"features" should have been fairly trivial to implement and balance.
Let's take my personal favorite overpowered talent / spell... Repulsion
Field. All of the code to do that was already in DA and would have
taken no more than about 30 minutes to code and test* it and maybe
another one to two hours to QA it. Instead it appears that they decided
to write it from scratch, which probably took a couple hours to write
and test and a couple days to QA. I would go so far as to say that
they could have reused code for 70% of the new talents / spells.
*Note: I use these numbers because I am not a programmer and I
still managed to write my own version of Repulsion Field by reusing code
that is already in the game and then test it. Total time taken 35
minutes.
There seems to be a difference between doing QA for a mod and professional QA. Just to take repulsion field as an example, to QA this properly you would need to test it on every possible enemy, scaled at every possible level, scaled at every possible rank with a mage with varying builds of stats, spells, race and gender. Combine this with the fact that it has to be done naturally without the help of the console or creating scenarios specifically for testing it, both in Awakening and Origins and for each new build of the game and this is easily a very big timesink on the QA side of things.