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What could improve a game like Dragon Age?


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#51
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What would improve a game like Dragon Age? Not a heck of a lot, really, but if I had to suggest something it would be to concentrate more on the storytelling, rather than just driving us along the plotline through whatever means necessary.



Concrete examples of what I'm referring to:



- a quest to find a knife and a scarecrow for someone. The scarecrow only appears in the game world after the player picks up the knife. Why? No reason. Is simply a mechanical issue with the way the quest was implemented, so far as I can tell.



- initiating dialogue with companions solely through indirect and sometimes nonsensical means. Why would a person try to talk to someone by addressing the beer keg they're standing in front of? They wouldn't.



These are what I consider "nonsense" approaches to storytelling in games. They make no sense in terms of what a player expects to have to do when they receive a quest to "find a knife and a scarecrow", or when the player wants to talk to someone. The story is still there, mind you. The game is still there as well, such as it is when the goal is merely to find two objects. It's just that in those examples they don't have anything to do with one another anymore. We need to provide a meta-game element like a Tab key to let us know which objects in the world will trigger companion dialogue. We need a meta-story element like the actively updated Quest Log flat out TELLING us that we have to go get the knife, and then the scarecrow.



Building the illusion, in other words. Origins was pretty good at this, though with a couple of small exceptions. Awakening was probably the most mechanically presented story I've seen from Bioware, with perhaps the exception of the NWN1 OC with its hub-and-three-spokes chapter design. In Origins, the tab key was a luxury for the most part. In Awakening, it became the point. That's what I'd like to see improved.



Beyond that, though... can't think of anything specific.

#52
Sean2112bd

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Have both location picking and free-roaming.

#53
Elanareon

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Lots!

- Better Environs

- Better Places

- More places

- A real City

- Monsters who isn't classified as mages

- Better game mechanics

- BG1 map/travel style

- Better side quests

- Better DLC's

- Expansions that really expands

- Better selection of equipments

- More interesting skills (specially spells)

- Better spell mechanics

- Lyrium addiction system

and many more... sorry im sleepy

#54
Alxarx

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Well it's not hard to improve, if you have the time and money. The most obvious ones would probably be;

Graphics - Not that their bad, but there's nothing wrong with improving them
Animations - Same as graphics, except this is one more glaring as by the end of the game you are not that impressed with killing an ogre
Endings - Don't have wrong endings, or conversation that shouldn't happen based on stuff you did earlier
More interaction options with npcs - Like once I have a romance with x, and I reach the standard pinnacle which is sex, then let me still have new stuff to do. Like dates, or more unique conversations
Combat - More options, abilities, etc
Equipment - This is a big one for me, as the way it is right now there is one or two pieces of endgame equipment that everyone will use. I would like a set of options for my endgame equipment that make me feel unique from other people and their playthroughs.

The last one is my own personal desire, multiplayer. Not against other players, but with other players through the campaign, or a specific coop campaign.
When you start off each person could play their origin separately, and then you meet up at the castle. Then the first time you go together is for the darkspawn blood quest. Every now and then the game will split you up and you go separate ways, until you join up later. Conversations can be handled by letting a random person decide what to say, or majority.  

#55
Upper_Krust

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Aside from the obvious MOAR!! I'd improve the game as follows:

1. Better Monsters: The monsters in Dragon Age are lacklustre to say the least. For the most part derivative, not very varied and mechanically uninteresting.

2. Better Bosses: Sort of linked to #1, but things like multi-phase bosses, recurring bosses, multi-section bosses, morphing bosses, superbosses etc.

3. Better Encounter Mix: Not just a bunch of weak enemies and a lieutenant over and over. Multiple lieutenants, enemy encounter parties, multiple bosses, hordes of very weak enemies etc. Mix it up a lot more.

4. Better Difficulty Levels: Easy should be easy. Hard should be hard. Nightmare should not be easy (as many who play Awakenings would note).

5. Better Progress Structure: By this I mean don't have overly long sections like Orzammar/Deep Roads. Or if you do, break them up into pieces so they don't start to get stale.
 
e.g. First time we go to Orzammar we earn their trust so they consider sending aid. Second time we go, Orzammar is under attack and we have to help repulse the Darkspawn invaders.

6. Less Origin Stories: You heard me, LESS. One per race should suffice.

I'd structure the game as follows:

Prologue 

Played in Order 1-5...

1. Origin Story (1 of 3)
2. Ostagar Crypts
3. Korcari Wilds
4. Tower of Ishal
5. Lothering

Act One

Choose Redcliffe, Brecilain Forest or Mages Tower in any order...

6-7. Redcliffe
8-9. Brecilian Forest
10-11. Mages Tower*

Played in Order 12-15...

12. Fade Dream #1 (after Mages Tower)
13-14. Orzammar/Jarvia's Base/Branka
15. Fade Dream #2

Act Two

Choose Haven, Elven Ruins and Frostback Mountains in any order (though each is punctuated by a Fade Dream)...

16-17. Haven
18. Fade Dream #3
19-20. Elven Ruins
21. Fade Dream #4
22-23. Frostback Mountains
24. Fade Dream #5

After Haven, Elven Ruins and Frostback Mountains have been completed...

25-26. Orzammar/Dead Trenches
27. Fade Dream #6

Act Three

All played in order...

28. Choice of ONLY ONE of three levels dictated by your race:

28a (Human): Arl Howe's Estate
28b (Dwarf): Return of Jarvia (Antivan Crows Hideout)
28c (Elf): Elven Alienage

29: Landsmeet/Loghain
30. Final Battle: Denerim
31. Final Battle: Fort Drakon

Epilogue

Chance to play on after the game is over, basically optional tough levels and superbosses...

32. Retsnom Island ~ Home to the most fearsome and legendary monsters of Ferelden, also the last known whreabouts of the greatest adventurers Ferelden has ever known...and their magic...but what could have defeated them...?

33. Necropolis: Well of Souls ~ Alistair gets assassinated, but you have the chance to bring him back using an ancient artifact said to be buried in a Necropolis under Denerim, said to be the resting place of a slain Archdemon, guarded by undead Grey Wardens.

34. Chantry Cathedral: A schism within the Chantry itself, with a splinter group influenced by a False Prophet, his four Cardinals, 'Angels', Lightspawn and Golden Golems. Final Battle with the 'Archangel'.

#56
Discus

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I love playing this game. The atmosphere, the depth of the story and the history and lore of the world. The originality of the world and its own take on fantasy.



I really hope to see more expansions, DA 2 and 3 and 4 and so on. It woould be so amazing to have a story that you can follow through several games and that with each game the decisions you made in the previous one will effect how the world responds/interacts with you and most of all how your decisions will have consistent and huge consequence for the fate and state of the DA world. Even more amazing would be to be able to keep on developing your character from the first game. I had this cool idea that at one point you would get old and would have to finish off in the deep roads, the game after that could be a total tribute to Baldurs gate by giving you the chance to play the your son SPOILER COMING, watch out major one--------------------------------------------------------------------------------> It might be tricky for female characters but lets say you did go through with Morrigans ritual it would be really cool to play this new bourn child/old god. It would be a tribute a la Bhaals descendant in Baldurs gate. Not that it would be Baldurs gate all over again but that atleast this decision is something that has to be dealt with ion the future. Could mean you have to fight your own child or that you play this child yourself, in what way would you fulfill your true potential through evil or good? Spice that up with some serious grey moral and really hard decisions a la DA and you have a pretty intruiging story.





Anyway, back to the main question. I have a few things I would like to see in coming games if I could choose.

- More cutscenes. Way more epic cutscenes that give you more atmosphere and story. It was also a pity that the nightmares of the archdemon were not developed further for example.

- No overdesigned armors and weapons. For me weapons like Starfang belong to bad taste fantasy. I want to see steel, taste, simplicity, reality blended with mystique, not over obvious stuff that look like they came from outer space. Don't get me wrong though, I lthought any of the designs were super nice but some were a bit over the top.

- More varied weapon, armour and clothing designs so that you can personalise your look in the game way more.

- The designs of the scenography or architecture and environment could be way more detaild. When I entered Orzammar for example I didn't feel breathtaken enough. Also the roads and travel areas can be more vivid, I want to feel that the land is old and has history, old statues, ruins, the trees being individual and really giving you a feel being in the wild.

- More dialogue options so that you can shape your characters personality more.

- More involvement of NPCs. For example I felt that you barely got to know Duncan. It would have been fantastic to have a shorter adventure or time to get to know him when you journey to Ostagar for example. Also other NPCs like Cailan and Loghain were great characters but I felt like you didn't see nearly enough of them.

- Bigger cities. The cities in the game felt like they were small selected areas. Again I didn't get the feeling that anyone even lived in Orzammar or Denerim, except for maybe in the alienage. In Baldurs gate you could really feel that the cities were alive with townsfolk and houses you could walk into. I don't want to compare the games, I love them both but I'd like more of this.

- More messy kills animations because they were so cool. The fighting in general in the game looks great and if it could be even more "choreographed" it would be fantastic.

- The blood and gore in the game gives the battles another layer of severeness and reality. It would be even better if you could see the difference between a small cut and a big one just as the blood that comes on your armor after a battke could be more realistic in the sense that if you kill a rat you are no gonna have nearly as much blood on you as when you kill a dragon.

- More problem solving. I really liked the ideas for Stone prisoner for example. I like when there is a bit more balance between the hacking/figthing and figuring out problems. Also this is where more cutscenes and story comes in. For me some "dungeons" like the deep rods and circle tower become a bit tedious. I feel like I am just mindlessly wasting energy on tapping buttons on my controller after a while. The battles become to similar to each other.



I think that is it for now. But most of all I also want to say that I love this game and Bioware did a fantastic and inspiring job as always! Keep it up and take it further!



Cheers,

Discus

#57
Kileyan

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My number one change would be more exploration and do away or modify the overland auto travel map.

I do realize it is way too late, and likely impossible for this game engine to have a full realized world to walk through on the way to places, its just not that kind of game.

Best compromise would be wandering around the world map like that NWN2 expansion. Random encounters, random ruins and stuff. I'm not expecting people to agree with me, just what I want. I like roaming and looking for battles and stuff when I want to take a break from the main quest. 

As another compromise, add in lots more random encounters during travel, and let us choose an option called patrol or explore when traveling, so we can seek out encounters, rather than just travel back and forth hoping to trigger one of the dozen or so set encounters.

Yeh I know DA is about the story, I'm not suggesting less story, just more exploration or feeling that you are exploring.

Modifié par Kileyan, 09 mai 2010 - 10:55 .


#58
AlanC9

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Exploration wouldn't make any sense at all with the Origins plot.; you need to have the main quest revolve around some sort of search for it to work.

Of course, that's easy for me to say, since I don't like open-world games in the first place.

#59
Reznik23

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* Better graphics.
* Something to do when the game is finished - even if it's just being able to roam around and fight randoms or side quests or something...

#60
Malckeor

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Tweak the combat system, big time.

#61
SuperFly_2000

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Multiplayer capability and Dungeonmaster client.



And no...I don't mean to make a generic "MMO" out of Dragon Age but rather something ground breaking of course :-P



Also this would probably be closer to the Neverwinter Nights series that leaves to the community to create and host theese "persistent worlds". We just need the tools.



The single player campaign will of course stay just as it is.



Of course...the original campaign could be cintinued in a way to allow co-op but that was not my original suggestion.



I care only for multiplayer "worlds". That is...any "linear" campaign" would not be of interest to me. Pre-scripted campaigns are always linear one way or another.



Better make a world and let players populate it...at least that is what I like to play in.

#62
Hollingdale

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AlanC9 wrote...

Exploration wouldn't make any sense at all with the Origins plot.; you need to have the main quest revolve around some sort of search for it to work.

Of course, that's easy for me to say, since I don't like open-world games in the first place.


I don't like open-world games either... but I don't like the Origins plot either :huh:

#63
Brako Shepard

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Better choices for vital outcomes. I can't name a specific situation due to this being a non spoiler forum, but I will do an example and see what you chaps think. The only reason I suggest this, is whilst the rest of the game story is great, it seems the vital choices go from one extreme to another and you don't have proper dialogue to explain.

Example : A well respected leader has been discovered of him crimes. One of your team members will only be satisfied by his death.

Good choice 1 : Allow the leader to live and explain to your team thatthis is for the best. The safety of the country is more important than 1 mans grudge.

Good choice 2 : Explain to the leader that he must answer for his crimes by death. Have your team lead his family away and comfort them whilst the execution takes place.

Bad choice 1 : Explain to the leader that for his crimes, he will go to the deep roads where he will fight the darkspawn till the end of his days. Whisper to your team mate to never behave like that again infront of his people.

Bad Choice 2 : Allow you team mate to execute the leader if thats what he truly wants. Then backhand your team mate and tell them to live the city as you never want to see there cowardly face ever again.

Modifié par Brako Shepard, 10 mai 2010 - 11:51 .


#64
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Zy-El wrote...

I think Bioware could seriously improve on their communications to the public especially through the forums. It would be a full-time job for someone to dispell all of the mis-information that's being posted by frustrated players slogging through bugs.

PLEASE TELL THEM THAT A PATCH IS ON ITS WAY. You don't have to give any more details than that.


This is correct.

To simply acknowledge that there is are problems w 1.03 and fix them would go a loooong way toward me buying anything else from them.

Otherwise the story, characters, variety of choices, and talent trees all were good by me. 

But I'm running on 1.02a and refuse to upgrade until 1.03 is fixed.  If it's not fixed soon . . . I won't buy another DA product.

#65
AlanC9

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Hollingdale wrote...
I don't like open-world games either... but I don't like the Origins plot either :huh:


Well, I guess we could talk about what a better  plot would look like. How'd you like, say, the BG2 plot, which is structurally similar to the DA plot. Or the KotOR plot, which is structurally almost identical? Or is structure not the way to approach the issue?

#66
AlanC9

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SuperFly_2000 wrote...

Multiplayer capability and Dungeonmaster client.


Not "Dungeonmaster," if you please. That's a D&D word.