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Any insight into the "why" and "when" on the direction of DA2....


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#1051
Orchomene

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Jimmy Fury wrote...

the_one_54321 wrote...

Jimmy Fury wrote...
However, since I pointed that out you've attempted to steer the debate in 3 different directions to avoid my point.
I'm not budging on this one. You description fits ME2.

The difference in form within the mechanics is drastic. The two games are nothing alike. Frankly, I'm surprised that I have to say so, or that there is anyone who would disagree with the notion.


Make that 4 times. We are not talking about the games in general being alike, we are talking about the very specific list you provided.
1: units with ability progression directed by you
2: that are moved across a map by mouse clicks
3: actions are qeued[sic] up by mouse clicks
4: whos stories are developed deeper than in most any other kind of game
Again, change the word queued to chosen (although since it has been pointed out numerous times I'm almost inclined to argue your use of the word queue in general. I digress. back to my point) and those 4 features are all in ME2. It's not a matter of opinion or taste or preference it is an objective statement of fact.
Nothing personal, I'm not trying to debate which is the better game because frankly I like them both. I was pointing out something I found funny and you're attempting to claim I was inaccurate in my statement when I was verifiably correct.

So to quote a comment on one of my favorite youtube vids,...
"Legion is doing the robot. -Your argument has been rendered invalid." :D


Maybe controls are close between DAO and ME2 on 360. But on PC, you can play DAO as a strategy game during combat and not really ME2.
First, there is the top down view. Then, you have direct control on all party members, not a crappy system to give them orders using a counter intuitive and tedious interface. The direct control allows a easier choice of abilities to activate since every character has his/her quick bar. Of course, you may want to play ME2 as a strategy game with a TP view and with a tedious interface. But it's overall not designed for it. Lastly, ME2 has not the complexity of DAO tactically wise : very few powers, only range attacks, three person party, a "conveniant" cover system.
ME2 is a shooter game, there is no strategy in it, so you can only consider it as a very poor RTS.

#1052
In Exile

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Orchomene wrote...

Maybe controls are close between DAO and ME2 on 360. But on PC, you can play DAO as a strategy game during combat and not really ME2.
First, there is the top down view. Then, you have direct control on all party members, not a crappy system to give them orders using a counter intuitive and tedious interface. The direct control allows a easier choice of abilities to activate since every character has his/her quick bar. Of course, you may want to play ME2 as a strategy game with a TP view and with a tedious interface. But it's overall not designed for it. Lastly, ME2 has not the complexity of DAO tactically wise : very few powers, only range attacks, three person party, a "conveniant" cover system.
ME2 is a shooter game, there is no strategy in it, so you can only consider it as a very poor RTS.


I don't mean to interject, but as I understood it Jimmy isn't saying that ME2 is like DA. Just that based only on that list, DA and ME share those elements as described, and while they are different games, it is not those elements as described that make ME2 and DA different games.

#1053
the_one_54321

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In Exile wrote...
I don't mean to interject, but as I understood it Jimmy isn't saying that ME2 is like DA. Just that based only on that list, DA and ME share those elements as described, and while they are different games, it is not those elements as described that make ME2 and DA different games.

That list speecifically deals with combat mechanics by describing a tactical control system. Jimmy proceeded to change one word which subsequently changed the entire description and then tried to pass it off as though they mean the same thing.

And then he deflects by trying to claim that I am deflecting. Until his last two posts I wasn't even sure what he was trying to talk about.

What I described is a tactical, roughtly RTS style of game control. DA:O has that. ME does not.

#1054
AlanC9

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Are you really saying being able to queue up actions as opposing to choosing them one-by-one is the definition of RTS style control? I've played many RTS games without a queue. Come to think of it, does DA have a queue?

Personally, I typically don't queue even in games that do allow it, unless I'm trying to emulate an NWN1/DA minor battle style where I'm really not paying much attention to anything but my own PC.

Modifié par AlanC9, 22 juillet 2010 - 02:04 .


#1055
SithLordExarKun

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Nah, there was no queue in DAO, selecting another ability cancels the recently selected one.

#1056
In Exile

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[quote]the_one_54321 wrote...
That list speecifically deals with combat mechanics by describing a tactical control system. Jimmy proceeded to change one word which subsequently changed the entire description and then tried to pass it off as though they mean the same thing. [/quote]

He changed three words. DA to ME2. Four to three. I am assuming you do not think either is sufficient for tactical control, so I have to assume you meaning the queque which isn't in DA. You have a gap of several seconds between when an on-screen cinematic for an action activates and when the game thinks you can pick another ability which effective works as a queque of 1.

[quote[What I described is a tactical, roughtly RTS style of game control. DA:O has that. ME does not. [/quote]

No.First of all, RTS do not have neccesarily have queques for their UI.

All DA2 has in common with an RTS is how you can use the mouse. That's it.

#1057
Jimmy Fury

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In Exile wrote...
I don't mean to interject, but as I understood it Jimmy isn't saying that ME2 is like DA. Just that based only on that list, DA and ME share those elements as described, and while they are different games, it is not those elements as described that make ME2 and DA different games.


Thank you Exile that is precisely what I was trying to say.
And I still maintain that it is verifiably true, I even provided the proof, so i'm not sure why the_one is still trying to argue it...
Meh. anyway. that argument is old. time to move on.

I had a thought last night about the "why" on the direction of DA2.
It seems that a lot of studios are going with some sort of direction change on their franchises. Infamous 2, Fable 3, Little Big Planet 2, Civilization V, etc. are all claiming to provide a "new experience" or a new type of experience.
So I now have to wonder just how much is actually changing and how much of it is just this years new favorite marketing buzzword.
We're all aware of how the recession has hit the Video Game industry I assume? Studios laying off employees left and right, games that had been in production for years getting canned because the studio just can't afford to throw anymore resources into their development, etc.
Looking at the games that are advertising a "new direction" or "major changes" it strikes me that they share a common quality; some degree of replayability.
This then makes me think "new direction" could easily just be a marketing tool to revitalize interest in a troubled market. There may be fear that if a game has decent replayability, and the sequal offers more-of-the-same, that the consumers wouldn't be in a hurry to purchase it. It's much cheaper to just replay the game you already have.
However, by claiming all of these new entries are going to give us a "new experience" then people might be more inclined to set their old game aside to find out what the new experience feels like.

Anyway, TL;DR version, I find myself wondering  how much of the "new direction" is actually new and how much is just marketing.
thoughts?

#1058
soteria

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That list speecifically deals with combat mechanics by describing a tactical control system. Jimmy proceeded to change one word which subsequently changed the entire description and then tried to pass it off as though they mean the same thing.


And as I said, the difference between a using single-ability queue and choosing a single ability to use next is not definitive of the difference between the games. You dismissed my argument as "semantic," but semantics are critical when you're trying to say that changing a single word is a definitive change that modifies the entire description.

#1059
Nimzabaat

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It seems that Bioware sets out to fail when they make a sequel. ME2 is in the bargain bin already so for all those who defended the dumbing down of the ME franchise... deal with it. Now Bioware wants to revisit the mistakes of Bethesda and do their very own version of Elder Scrolls Redguard. Does anyone remember Redguard? Now I haven't played any Bioware games with "3" tacked on so it could be the strong first punch, weak second punch, knock-out third. This would mean that ME3 and DA3 could be awesome, but i'll wait the three or four months until DA2 has dropped in price. It might even go the Too Human route and be offered free with another game.

#1060
Sylvius the Mad

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soteria wrote...

I think the underlying issue is the strict divide between being in and out of combat.

Absilutely, and it's something they never should have done.  It makes no sense for the game world's rules to change dependent upon some magical state of combat.

I asked this during DAO's development.  If I break up my party so they are very far apart, and one of them encounters a Genlock on his own, why does that immediately cause the other characters' health and mana to stop regenerating at the non-combat rate?

But they had to draw that distinction because of their focus on tactical planning or strategic planning.  A more balanced approach that valued both would solve this problem immediately.

In Exile wrote...

No, your reasoning happens after the fact at times. You've told me so yourself. For example, you find nothing odd about having a conversation take place in between point A and point B, if you have just experienced both, but according to how you have envisioned your character, point A is not sufficient to get to point B. So you imagine A', where your character (and potentially other NPCs, which you argue that you can control so long as you are true to their character) have some intermediary interaction to get them to point B.

This is what I am refering to.

That's fair, though to clarify I don't actually need to invent some specific exchange to cover the gap.  I just need to be confident that a possible exchange could cover the gap (without contradicting the explicit facts within the game).

Whether or not you think it is not there is irrelevant.

I didn't say I think it isn't there.  I said I don't think it is there.  Very important difference.

In the first case I hold an opinion that something doesn't exist.

In the second case I fail to hold an opinion that something does exist.

Those are only equivalent if you assume an excluded middle.

For once, I'm going to argue from your theory of knowing (which is to say you know something if and only if you know it with certainty): for you to be self-consistent in this, you have to know it is not there.

Put it this way: deduction relies exclusively on implied meaning. If I say that A=>B and B=>C, then I have also said by neccesity that A=>C. Whether or not I realize that this is true does not make it true; it is true in virtue of the premises and entirely independent of me.

I agree entirely.  And using the simple syllogism you describe in your second paragraph, I can deduce the impossibility of some types of implicit content by granting the same primacy to my character concept as I do to the explicit content within the game.  This makes perfect sense to me, as my character concept is the entire reason the game even exists.  So, within the setting, my character is what he is, and the world is as it is explicitly presented.  Everything left unsaid is constrained only by its inability to contradict either of those two things.

To add one potential response: I am not being semantic with your use of think, since I am aware you are using think here only to not be absolute, when from your perspective what you mean is that you take for granted that there is no meaning there for you to contradict.

What I am saying is that you cannot know for certain whether or not what you imagine as an appropriate interjection from A to B will not in fact be contradicted by events later in the story.

This is why I object to the explicit presentation of dialogue (through voice-acting) or the hiding of PC utterances (though the dialogue wheel).  If I can choose what my character says, then I can prevent my character from ever contradicting that combined set of established facts (which would include restrictions on the sorts of things she might say under particular circumstances).

This is not an appeal to some hidden whole law (since we spoke about Dworkin before) but rather merely the claim that when you are interjecting content in the game, which requires introduction a state of affairs the engine cannot handle, you cannot know for certain whether or not what you are introducing will not be contradicted by events later in the game.

But all I inject is information about my character.  Everything else is left undetermined.  As long as the game doesn't tell me things about my character (beyond those things my character can't know, or things that cannot affect his personality - the KotOR revelation, for example), the problem can't arise.

To give you a particular example, you always consider characters unreliable narrators and subvert what they say about you for the sake of your character concept.

They're not narrators at all.  They're just people living in a world.

To me, that is no different than considering physical events hallucinations. Ah, but you will say: one character lying is more plausible than a mass halucination.

No, that's not my response at all.  It's not that one person lying is plausible.  Given my character's design, that person (Trask, in our previous discussion) is saying things that my character is absolutely certain are not true.  He doesn't know whether Trask is lying or insane or is honestly recounting things he believes to be true.  My character cannot read minds, so he can't know why Trask is saying what he's saying.  He only knows that Trask is saying it.

All possible explanations for that disconnect (including the possibility that the PC is a brain in a jar) remain possible.

You keep looking at this trying to figure out what I, the player, think is true about the world.  But what I think is true doesn't matter at all.  What matters is what my character things is true.

Because I'm roleplaying.

Supposing we grant there is such a thing as the game world, you can only do that and retain internal consistency insofar as you are not contradicing established events in the game. Those are fixed points.

Absolutely.  Yes.

Modifié par Sylvius the Mad, 22 juillet 2010 - 05:50 .


#1061
CarlSpackler

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Nimzabaat wrote...

It seems that Bioware sets out to fail when they make a sequel. ME2 is in the bargain bin already so for all those who defended the dumbing down of the ME franchise... deal with it. Now Bioware wants to revisit the mistakes of Bethesda and do their very own version of Elder Scrolls Redguard. Does anyone remember Redguard? Now I haven't played any Bioware games with "3" tacked on so it could be the strong first punch, weak second punch, knock-out third. This would mean that ME3 and DA3 could be awesome, but i'll wait the three or four months until DA2 has dropped in price. It might even go the Too Human route and be offered free with another game.


While I can't speak to why Bioware takes certain development routes, ME2 has sold very well for EA. http://www.vgchartz....ame=mass effect

You'll notice that so far ME2 has not outpaced ME1 but ME1 had over a 2 yr head start and was offered rather cheaply for a longer period of time.  It will be interesting to see if ME2 eventually overtakes it or not, but regardless selling close to 2million copies on the 360 alone is hardley a failure.

#1062
Nimzabaat

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ME2 sold off of the strength of ME, after word of mouth got around... well it's in the bargain bin faster than Too Human and apparently denial is one way to "deal with it". Very sorry, i'll try to be more specific next time. ME2's failings aside (honestly it had more glitches than Alpha Protocol), don't get me wrong I still liked the game. It's just that ME2 was an 7.5/10 while ME was a 10/10 you know? I'm not hating on Bioware at all, rather, I want them to succeed. Throwing away everything that made DA a success does not seem to be a good strategy which is what we're discussing in this post.

#1063
Tantum Dic Verbo

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Nimzabaat wrote...

ME2 sold off of the strength of ME, after word of mouth got around... well it's in the bargain bin faster than Too Human and apparently denial is one way to "deal with it". Very sorry, i'll try to be more specific next time. ME2's failings aside (honestly it had more glitches than Alpha Protocol), don't get me wrong I still liked the game. It's just that ME2 was an 7.5/10 while ME was a 10/10 you know? I'm not hating on Bioware at all, rather, I want them to succeed. Throwing away everything that made DA a success does not seem to be a good strategy which is what we're discussing in this post.


You know, I wasn't planning on buying ME2 until I read about all of the changes enacted to the game play.  In my case, it sold despite the weakness of ME1, not off of its strengths.  I enjoyed playing ME2 much more than I had enjoyed ME1.

That said, the characterization and storytelling was a little more forced (with the accent on "a little"--I didn't see ME1 as a role-playing tour de force).  I didn't particularly care for the "everybody has a problem" mission structure that drove the game.  I know that the second installment of a trilogy always starts at a disadvantage, but I can't help thinking that much more could have been done.

In any case, I will buy and play ME3 because of ME2, not ME1.

#1064
HighlandBerserkr

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Holy mother of CRAP! i HATE IT when moderators shut down a topic and move it to a topic with a KAZILLION PAGES!!!!!! makes it really difficult to discuss ANYTHING.

#1065
Tirigon

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HighlandBerserkr wrote...

Holy mother of CRAP! i HATE IT when moderators shut down a topic and move it to a topic with a KAZILLION PAGES!!!!!! makes it really difficult to discuss ANYTHING.


True. I wonder who had this stupid idea.

#1066
Jimmy Fury

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HighlandBerserkr wrote...

Holy mother of CRAP! i HATE IT when moderators shut down a topic and move it to a topic with a KAZILLION PAGES!!!!!! makes it really difficult to discuss ANYTHING.

You know you can PM mods and request threads get reopened right?
You just have to provide a good explanation for why the thread wasn't started to discuss a topic that was already being discussed elsewhere.
If you're refering to the "our problem with hawke" thread then you're s.o.l because there's really no way to claim it hasn't already been discussed on the dozens of other threads about why people hate hawke... including the one you were directed to :?

#1067
In Exile

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Sylvius the Mad wrote...
That's fair, though to clarify I don't actually need to invent some specific exchange to cover the gap.  I just need to be confident that a possible exchange could cover the gap (without contradicting the explicit facts within the game).


How can you be confident a possible exchange could cover the gap without knowing what the exchange is? Put another way, how can you know an implicit assumption or premise does not contain a contradiction without making it explicit?

To refer to the syllologism I used before, the mere fact that you are ignorant of the rules of logic (for the sake of argument) and cannot infer that if A=>B and B=>C A=>C and instead you think A => ~C, you would be wrong.

So this is my issue with what you are saying here. If we take your theory of knowledge, not being certain you are right is equivalent to any possible state of affairs, including being wrong.

I didn't say I think it isn't there.  I said I don't think it is there.  Very important difference.

In the first case I hold an opinion that something doesn't exist.

In the second case I fail to hold an opinion that something does exist.


There is an excluded middle. Content can either be implied or not; it is binary. If you fail to hold an opinion that content is implied, you must by neccesity hold that content is not implied. It is not the same as negating all and every (who have different logical opposites).

Even supposing you are right, however, if implied content exists then your view is wrong. Put another way, implied content is sufficient to reject your view. So if you are going to argue that the failing to hold an opinion that something does exist does not entail the opinion that it does not exist, but some uncertain middle, you have to grant that it is impossible for you to know whether your position is justified.

And if you grant that it is impossible to know your position is unjustified, then by your own admission (regarding how you only understand things obtained through deductive logic) you would not hold that position.

I agree entirely.  And using the simple syllogism you describe in your second paragraph, I can deduce the impossibility of some types of implicit content by granting the same primacy to my character concept as I do to the explicit content within the game. 


Yes, but this creates the inconsistency which we are currently debating, namely that it is merely subjective preference and not a consequence of your view that you deny one kind of reality and not the other.  This sounds vague, I know, but bear with me for a second before responding.

This makes perfect sense to me, as my character concept is the entire reason the game even exists.  So, within the setting, my character is what he is, and the world is as it is explicitly presented.  Everything left unsaid is constrained only by its inability to contradict either of those two things.


No, you deny the bolded part. If that were so, then you would take lines that other characters provide as truth for granted. You believe that your character concept overrides what other characters say about your character. As to why this distinction matters (I'm sure you will try to deny it) bear with me until I answer the Trask portion of your reply.

To preview, if your character concept drives the game world, and your character is inerrant in that you as the player can decide at will when your character will hold a false belief about his own experience (which you have said can be done in relation to Trask) then you create the problem I am alluding to.

But all I inject is information about my character.  Everything else is left undetermined.  As long as the game doesn't tell me things about my character (beyond those things my character can't know, or things that cannot affect his personality - the KotOR revelation, for example), the problem can't arise.


You made a stronger claim before: that your character concept drives the world, and that things that contradict the character concept are things which you argue you can reject. But arguing that things that are appear visually on screen (potentially when your character is not paying attention or otherwise directly observing from an appropriate vantage) are real compared to things you are told by other characters that contradict  special character knowledge is a matter of subjective preference, and entirely unjustified by your own view of character primacy.

Put another way, there is no reason for you not to assume the above distinction, but there is equivalently no reason for you to assume it. This is why I say you have provided me with no good reason to accept it.

They're not narrators at all.  They're just people living in a world.


Unreliable narrator is a literary expression. Trask, in telling your character about his life, is acting from a literary purpose as a narrator. He is providing background exposition. You argue that your character concept has primacy. Thus for the literary purpose of narration, Trask is unreliable. The events that he is describing are not in fact events which, for the purpose of the story as driven by your character, occured.

This is a meta-level conversation, but our approaches to gaming are meta-level approaches, so there is nothing improper about speaking about them in these terms.

No, that's not my response at all.  It's not that one person lying is plausible.  Given my character's design, that person (Trask, in our previous discussion) is saying things that my character is absolutely certain are not true.  He doesn't know whether Trask is lying or insane or is honestly recounting things he believes to be true.  My character cannot read minds, so he can't know why Trask is saying what he's saying.  He only knows that Trask is saying it.

All possible explanations for that disconnect (including the possibility that the PC is a brain in a jar) remain possible.

You keep looking at this trying to figure out what I, the player, think is true about the world.  But what I think is true doesn't matter at all.  What matters is what my character things is true.


No, the issue is with what you as a player grant that your character can do in driving the world that I take issue with. It is your preference as a player that empowers your character, and I am claiming that you are applying your preference in a way that is not neccesary by your own view merely in virtue of preferentially justifying one thing.

To return to the claim I made several times above: what we are debating right now is whether you have provided a sufficient reason for me to believe that you there is a distinction between rationalizing character interactions, the A-B filler or the Trask situation, and wishfully denying that visual events that are portrayed as happening in game are real. If the only reason you are doing on versus the other is that you prefer to do one versus the other, to me, that is not a sufficient reason to justify your playstyle.

Now, here is the issue: if your character and his experience drive the narrative, and you have control over that which your character experiences, then you are free to introduce psychosis or other kinds of perceptual halucinations to talk away references.

To take a specific example: say the battle at Ostagar. Your character concept is that it was just a dream, you were always a Grey Warden from youth, and Alistair and Morrigan are simply insane (they are saying things that from your character's perspective are not true and clearly refering to events that you know are false). So far, taking a character that appearsin existence after Ostagar at Lothering, you can overwrite the things that both Morrigan and Alistair say, because your character knows they are not true. Your character does not know why Morrigan is talking about some battle as if it was real, or why Alistair insists that Grey Wardens that never existed are dead. Your character knows the truth,.

Now, the game does present an Origin and the battle of Ostagar. But those are irrelevant. Your character experiences them merely as a dream. He was already travelling with Morrigan and Alistair, and that is why they feature there. You know this, because your character knows this to be true from his experience, and in your own words, your character drives the narrative.

This is what I mean, specifially, about your playstyle allowing you to overwrite the story. If the story revolves around the perceptions and experiences of your character, and these perceptions and experiences are absolutely primary and take precedent over anything that anyone else says, then after the fact of any event you can imagine that event as if it was a dream (or a psychotic episode, or a magic hallucination) and the other characters as simply insane, lying, or mind-controlled.

When you drive experience entirely internally, you lose the ability to use the external world as a meaningful discriminat between states. This is what I am accusing you of. That you want to take characters as unreliable liars when they deny some specific facts does not mean there is something special about that compared to denying the game as a whole.

This is why, when we spoke previously on the Bioware boards, I said that what you are doing is very close to fan-fiction. That was so because you are giving creative absolute control to your imagination over and above any other authority in game. That you take visual authority for granted is merely your subjective preference and not at all entailed by the theory of interpretation that you espouse. This is my problem with it.

So yes, the character can be a brain in the jar. But the character can also be psychotic and have false perceptual experiences, which are shown as real in game, and denying them as never having happened within the real world of the game is perfectly within reason for your own approach.

There is no reason to assume, by your view, that a visual event is any more special that a narrated event, or any kind of event through any kind of medium as conveyed relative to your character concept.

Put another way: if your character defines the world, instead of the world being defined independently, then the world as a whole has to by neccesity be fluid. That you as the player want to hold particular things fixed is of no consequence to my general claim that there is no overriding reason for me, once I adopt your view, to hold that visual events are special in any way.

#1068
magpie

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There's an interesting interview with Greg Zeschuk here (http://www.telegraph...om-BioWare.html), and a very clear answer on the way Bioware intends developing it's games;



Q. Looking at the success this system has had in Mass Effect 2, will BioWare look at making the RPG elements in games such as Star Wars: The Old Republic and the forthcoming Dragon Age sequel more streamlined too?



A. Yeah, to a certain degree. Like I said, we want to make each game better than the last and to a certain degree, the easier we can make the gameplay while maximising the depth of the game's detail, is something to aim for. We announced Dragon Age 2 a short while ago and of course we've been talking about Star Wars: The Old Republic for a while now – and people have had a chance to play it and probably see what some of our objectives are with the game. We try to do a lot of focus testing and usability testing with our fans. We're always trying to make our games as fun and easily usable as possible.

#1069
StingingVelvet

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I see basically a confirmation in this thread by Bioware employees that the game, for reasons unspecified, has been changed considerably from the original. As someone else said, I believe this is done like most game decisions lately to grab a larger audience, no matter the cost. It's the same as summer movies, they are carefully designed to appeal to as many people as possible.



It's sad, as when Dragon Age came out I worried it would be one last swan song toward a bygone age by a developer moving into more mainstream sales-driven pastures. I guess that turned out to be the case.



That all said, I like mainstream games too... I loved Mass Effect and Mass Effect 2... so I will likely buy DA2 anyway. I don't see why every game needs to be the same though, other than an attempt to drive sales... why not just take sales data from DA1 and budget accordingly and make another game for those people? Why shoot for the moon every time and try to make a summer blockbuster? Warner Bros. develops blockbuster movies and smaller budget dramas both, why do game publishers constantly want to reach a mainstream audience?



Anyway... sad news.

#1070
Tirigon

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Jimmy Fury wrote...


Anyway, TL;DR version, I find myself wondering  how much of the "new direction" is actually new and how much is just marketing.
thoughts?


I should expect that there is no new experience in games anymore and that it´s all nothing but marketing.

#1071
Davasar

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I seem to remember one of the devs critisizing how games being exactly the same is a bad thing (refering to how making DA2 anywhere near DOA would be bad).

Yet, here we are.  A seeming veritable copy and paste of the same game of a differing title onto an existing franchise.

Ironic, that he critisized the very thing they are doing now.

Modifié par Davasar, 23 juillet 2010 - 06:32 .


#1072
haberman13

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Davasar wrote...

I seem to remember one of the devs critisizing how games being exactly the same is a bad thing (refering to how making DA2 anywhere near DOA would be bad).

Yet, here we are.  A seeming veritable copy and paste of the same game of a differing title onto an existing franchise.

Ironic, that he critisized the very thing they are doing now.


Heavy sigh, another one bites the dust.

#1073
Roland Aseph

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Stanley Woo wrote...

FlyinElk212 wrote...

The number of threads that needed to be locked due to them all having this thread's same subject is a bad sign, devs.

It's a bad sign that people think they're personal opinions are more important than everyone else's. it's a bad sign that people are no longer even making a token effort to scan the existing threads in the first few pages before posting their own. it's a bad sign that forumites believe we don't know what we're doing, and that one lone voice of reason is going to make us change our minds and change the game entirely. ;)

Is more information coming that could possibly swell the tide?

I guess you'll just have to stick around to find out. :P

According to the "clear in the double digits" amount of locks, a lot of people are already giving up on the game. I'd release new info sooner rather than later. :devil:

so people can jump to even more conclusions sooner rather than later? People will come and go as they please. We're going to keep going and hopefully our forumites will find future information releases more to their liking. But I'm not going to promise anything. :P


Sorry Stanely , it's quite a bit more than "one lone voice", have you scanned the forums lately? 

Have you read the read posts from other sites?

The entire reason that people are posting their displeasure with certain aspects of the "so-called" new & improved vision for the DA IP is "because" we have looked at every piece of info and graphics available and.../drum roll, we're not pleased with what we're being shone.

DA needed some touching up and fixing this is true. What you've rolled out as DA2 is nothing short of a failed plastic surgery face lift and a collagen lip injection gone horribly wrong.

The whole argument of  "we can't keep going to the well before it goes dry" just doesn't fly. Those elements that were touted as "the spiritual successor of BG" were what got you the fan for the new DA IP to begin with. And how long between the Balder's Gate games till now has it been? 10 years...? Wow...really been sucking that well dry!

If you had come out and said, here's a new game in the DA Universe, we're taking a bit different approach that we did in Origins...but it tells a cool story and we hope you like it"  Called it DA: Hawke's Redemption or blablabla whatever...that would probably have gone a lot better than coming out with "sequel" , calling it DA2 and changing almost every look and design and style of the game that everyone had come to love and want more of!!!

It's ludacris to re-vamp a model and style that sold you millions of copies and created a huge fan base.  If you wanted to try something different fine. But you shouldn't have slapped DA2 on the title. There "should" of been a DA2 that improved on the Origins game and not completely destroyed the look and feel of the original.

The fans would of been fine and you'd have 2 game to be selling instead of pissing off a lot of the people who made the original game a success to begin with.

And you get critical complaints across the board and your answer to that is not to consider that hey maybe we mis-judged this situation and jumped too soon with too many changes...no your answer is that those of us who are concerned and are critical of what we consider to be un-need changes and backwards thinking stylistic designs, nope we just don't know what we're talking about. 

wow

Well, I think you guys need to scroll down the posts of several more threads and actually see what a large portion of your target audience is saying.

Because it's hardly all good.

Modifié par Roland Aseph, 24 juillet 2010 - 01:07 .


#1074
Jimmy Fury

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Davasar wrote...

I seem to remember one of the devs critisizing how games being exactly the same is a bad thing (refering to how making DA2 anywhere near DOA would be bad).

Yet, here we are.  A seeming veritable copy and paste of the same game of a differing title onto an existing franchise.

Ironic, that he critisized the very thing they are doing now.

Well it would be ironic if:
a) what you said was at all realistic and not just absurd hyperbole.
B) we changed the definition of "irony" to that of "hypocrtical"

Thankfully, neither requirement has been met so no irony has occured!
Hurray!

#1075
leader1

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i agree 100% with Roland's assesment of the DA2 situation.

with all the information released, this game is looking more like a spin-off than an actual sequel.