David Gaider wrote...
I hope that's not true. I might understand how some people who enjoyed every part of Dragon Age: Origins-- the bad along with the good-- might not like even the mere mention of change, but it's my experience that any system comes with its advantages as well as disadvantages. I'd be glad to discuss some of them with you...
I look forward to that.
I've been liberal with my criticism of Mass Effect's dialogue system, partly because I think it produces terrible gameplay, and partly because I don't understand how anyone could have willingly designed it.
In general, the DA team is far more open with regard to design decisions and what their objectives are, so I hope we can actually find out what these decisions are and why they were made.
Mostly I'm concerned because I've been playing computer games, particuarly CRPGs, for a really long time, and I can't even figure out
how to play Mass Effect (and I've played through the game three times trying to figure it out). I simply don't get it. And based on the Game Informer article, DA2 is mimicking that design (at least in some ways).
Hence my concern.
I may take issue with a wide variety of design decisions from time to time (list inventories, unlimited arrows, massless equipment, immortality, lack of free exploration, lack of full-party control, the requirement that the PC always be the party's spokesman, lack of a combat log or text box), but never have I felt that those aspects of game design fundamentally broke the game. But I do feel that way about Mass Effect's dialogue system.
But maybe I'm just playing it wrong. As I said, I don't understand how to play Mass Effect because the dialogue system confounds me. An open discussion about the feature (again, assuming DA2 resembles ME as much as the GI article seems to suggest) might solve that problem for me.