ITSSEXYTIME wrote...
Narreneth wrote...
ITSSEXYTIME wrote...
1. I think none of those things. I do think however that I've put a hell of a lot more time into the game than the majority of people. (Unless you think it's common for people to play the game for 200+ hours, read both the books, buy most of the DLC, and do modding work for the game) It doesn't grant me more authority over Bioware certainly, but I think it does give me some allowance to be a bit dismissive of comments from people who clearly haven't done the same. Certainly don't mean to pick out posters on these boards, as there's no way for me to know whose done what. referring mostly to people outside of these boards, mostly on other gaming websites. From what I've seen: the majority of people have only finished the game once. And most of their criticisms are not complaints that I see often on these boards. (No VO, Combat not actiony enough etc) The people who have those complaints may not be wrong: but I feel they are wrong so I shall respond as if they are wrong. T'is called opinion. Fancy that.
If someone is truly indifferent to the changes then they shouldn't **** about me being against them, and if someone likes the changes then perhaps they should form a counter-argument as to why those changes benefit the game instead instead of focusing on attacking people against those changes claiming they're "elitist" and all that other bull****. (Hells perhaps they have, but I haven't seen it)
2. Traditional RPG is a term that grows increasingly more relevant as time goes on. A traditional RPG is simple to define really: It's an RPG that predominately features elements of RPG games of the past. We live in an age where nearly every game under the sun has "RPG elements", we need some way to differentiate between 'real RPGs" and "Games with RPG elements". Traditional RPG is the term we used to do that.
3.DA:O was a hard game for plenty of people. I know I struggled my first time through. Now that I've played a bit more it's certainly easier and Nightmare is actually fairly simple at this point but that is true of any game. I've recently started playing Baldur's Gate 2 for the first time and I'm intimidated as hell by it so I'm just playing through on Easy at the moment, but I've no doubt that some people play through it Solo, Naked and with intentional suboptimal builds on the hardest difficulty.
So yes while I do generalize massively saying "Those darn casuals are ruining mah dragon age", it's not entirely untrue. "Dumbing Down" has been an industry trend for the better part of the current console generation, and we've witnessed it dozens of times. I'm not happy at the prospect of one of my favourite game series being "dumbed down" and sometimes that manifest itself as gross generalizations. Hell, it may even turn out to be an unfounded worry. That'd sure be nice.
EDIT:
And considering we just watched the forementioned "dumbing-down" happen with ME2, our fears have precedent within Bioware and not just the industry.
First and foremost, no it is not uncommon for people to have invested over 200 hours of gametime to DA:O and it is certainly not uncommon for them to have all the DLC. I certainly do. Having done that does not give you (or me) any more validity than someone who has played the game only once or twice. It's very strange that you would think that way.
Second, you still haven't defined what traditional RPG means. You've simply said "it's like old games." The thing is, even going back to "old" games you find vast amounts of differences from one to the next. If you're referring to being like tabletop RPGs, then no video game has ever or will ever come close to the open-endedness of that.
On Mass Effect 2: ME2 was not dumbed down. They took parts of the game out (some of which I miss, such as the inventory) that they felt catered to the feel of Mass Effect as a whole. The combat system was virtually identical (obviously there were changes, such as the addition of ammo and the removal of weapon skills) and the character choices and dialogue options were still there just as they were in the first installment to provide the roleplaying elements of the game. I thoroughly enjoyed Mass Effect 2. That said, bringing Mass Effect 2 into this discussion as often has been done is more or less baseless. ME and DA are not done by the same development teams, so while they may end up borrowing concepts from one another, they are not going to mimic each other. Though I'll gladly go on record as saying that were that to happen, I'd drop the one mimicing the other in a heartbeat. I don't want Dragon Age to be Mass Effect and I don't want Mass Effect to be Dragon Age.
(A dialogue wheel that hasn't shown it's implementation yet certainly does not make DA2 like ME2 by any stretch of the definition)
Well I'd hardly say the people on these boards are an accurate representation of the majority of the community.I'm not saying it gives me more validty or authority: more that it means that I care deeply about this series and feel like if it doesn't appear to be something made for people like me (the hardcore fans) then who are they making it for. (Then we point to casuals because they're the most likely culprit) I mean I don't expect them to listen to me over anyone else, it's just that I feel that they're not saying anything that makes me go "Wow, I'm so glad they're doing that: it will surely improve the game". The best case scenario here is that I'm overreacting and the wheel isn't as bad as I thought. What are the benefits to the wheel over a simple dialogue tree like DA:O? On the backend it's practically identical. Why make the stupid wheel? Why have two separate combat systems for consoles and PC? Does that mean that one system will get less attention than the other? (Regardless of what Bioware says, it's pretty much guaranteed that the new system will have more work put into it than improving the old one) The only good news is that Bioware is trying something new narratively, but then again who knows if they can even pull it off. (I was real excited about importing my saved game into ME2 until I did it and realized that it really changed nothing besides adding a couple of NPC's to the world and changing some dialogue lines. Makes me real worried about ME3 too) All of the changes they've made so far are to address the complaints of the casual fanbase, not the hardcore crowd. Namely Graphics, Combat and the lack of PC voice acting. (Aside from the new narrative and the accompanying Hawke character)
There's just too many parallels to ME2, which I'll touch on in a bit.
Then I'll further define "traditional RPG". It's a term that refers to games regarded as "classic RPGs" mostly referring to the early 90s of PC RPG gaming with games such as Fallout 1&2, Planescape Torment, Baldurs Gate 1&2, Icewind Dale and all of that good stuff. The mechanics and ideas in these games (Tactical Combat, Dialogue interaction, Branching Storylines, Large Open Worlds, class/stat based character creation with tons of depth etc) are what makes a traditional RPG. Certainly the mechanics of RPG's are numerous and permeate in nearly every genre, but when people refer to traditional RPG's they think of these games and what they did. Certainly, DA:O is a more simplified version of these games. It's a simple fact that with today's development demands, it's much costly and difficult to have the same wealth of options available to the player. (Which is why I'm of the opinion that developers of such games should strive to make a solid base with which to build upon through expansions and sequels) However, what excited people about DA:O is that it wasn't afraid to ignore common trends in the industry and the genre in favour of trying to implement as many of these mechanics as it could. (Such as the Tactical Combat in favour of a more action oriented system or even a simpler one like KOTOR had)
ME2 certainly wasn't a bad game, but the design of it was. They pretty much decided "If it didn't work in the first game get rid of it entirely" and as a result they loss the little bit of depth that was gained from equipment mods and various stats and exploring the galaxy. (ME1 wasn't exactly a very deep game either, but the sequel was certainly shallower) It was a nice 35 hour romp but it had no replayability whatsoever.
I disagree about ME2 having no replayability. I also take issue with your definition of depth. That's neither here nor there, those games are not the topic of this discussion so I'll mvoe on.
If you're taking issue with the wheel just for being a wheel, that seems rather silly to me. The wheel is supposed to be there so you can respond in a quicker and more fluid manner to keep the scenes moving smoothly without having those 3 minute awkward pauses that happen occasionally when you hunt for which quotation matches what you want to say the most. As far as the separate combat systems go, the way I'm reading it is not that the combat systems will be drastically different, but that the Console version will simply have its combat fitted to the controller better. Having played both the console and PC version of DA:O I can say that the PC version felt smooth while the console version (I prefer to play my single player RPGs on console) combat felt clunky and poorly ported at times.
The games you listed as traditional RPGs all have drastically different gameplay elements to them. Some of the RPGs from that era are turn based. As far as stat-based creation, Dragon Age accomplished that on a level that was stat-based leveling. You didn't have a Warrior with 65 Magic, nor did you have a Mage with 70 Agility. The stats you chose to develop were numerous enough that they made a difference in capability (ie taking more Dex for a Dual-Wielding Warrior, or picking up extra cunning for a damage bonus if you specialized Assassin on a rogue). This system has not been taken out of DA2 (in fact, based on some of the tiny side comments that have been made I'd expect to see it expanded upon). If character development is what makes an RPG traditional, then I think DA2 is going to be just as traditional as DAO was.




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