Davasar wrote...
However; with all the smoke and mirrors going on, whether intended or not the question still remains.
Why?
DOA was extremely successful. Commercially and critically so and among gamers as well.
So why change the basic fundamentals that made the game so successful and risk driving away the audience you had targeted for this product...?
Unless you purposefully did not want to target that audience anymore. It's simple. Improve the existing feaures of the current game, add some new stuff and stories, etc...
This GUARENTEES you keep that base audience you built.
You start making base changes, and you alienate them because you are not making the game for that audience anymore.
This simple logic is what has so many people mad (even if they did not articulate it well), they feel they are not being targeted as an audience anymore despite their loyalty to Bioware.
Just thought I would explain it to those who dont understand or just use argument ad hominem (abusive) of "whining" about people voicing their opinion.
I suppose answers will vary with what one considers the fundamental greatness of DA:O. For me, it was the world-crafting. I appreciated the lore and all the minute, borderline irrelevent details written in the seams. The origins were, to me at least, specific to the Grey Warden and never meant to be some redefinition of future RPGs' opening hours. That view is one which dawned on me as I encountered the other origins - those who could've become the Warden, had Duncan not been in Highever: the dwarf commoner who starves in the Carta, the Dalish-turned-Shriek, the dead Aeducan kinslayer. It was a peculiar thing and unique to the story being told.
Pre-Awakening, I fully expected a sequel to address the surviving Warden (which would turn the Sacrifice crowd off). Once the expansion came out expectation turned to hope which turned to resignation. DA2 would need a new hero, and with the Blight gone there would be no narrative demand for it to be a Warden. Without that common enemy - the Blight - there's little reason for sometimes-bitter races to band together. This is of course my perspective, but I assume the writers then decided between a broader choice of character (race) or a more pointed narrative. I suppose it would be tougher to hand-wave a human population's acceptance of, say, an elvish "hero" or leader or whatever notoriety Hawke gains without the Warden mythology. Again, just my take.
Systems-wise, I've heard the combat engine is largely untouched (for PC at least). I'll wait for further confirmation on that before passing judgment, but I expect some degree of improvement on it and things like itemization. As for the VO/Wheel issues: I give David Gaider and the fine writers of DA:O the benefit of a doubt here - I hope the voice talent is up to snuff (Is Jennifer Hale available?).
If the narrative decision was made at the potential expense of a portion of customers, I'd certainly like to think it's because the writing crew is passionate about this tale and that's some consolation. If future press releases depict a game too far from its roots (lore, character-driven dialog, tactical pause-turn combat), then I'll be disappointed. But for now, it's a cautious bit of optimism that the writers have something up their sleeves. That, and my less-than-healthy curiosity... :innocent:
Modifié par Dolcrist, 12 juillet 2010 - 06:29 .