Do you think it would be a good idea if bioware made the game player co-op online?
#26
Guest_Puddi III_*
Posté 18 juillet 2010 - 08:26
Guest_Puddi III_*
#27
Posté 18 juillet 2010 - 08:30
uberdowzen wrote...
Yeah my point was more that if they designed a Dragon Age game to be like that from the beginning it could work. I will admit that NWN was slightly average as a single player game.
The official campaign was certainly only average or even below average but there were a significant number of excellent single player modules released for NWN.
#28
Posté 18 juillet 2010 - 08:31
uberdowzen wrote...
Why so negative? Remember that Neverwinter Nights had co-op (in fact it was built around it) and that was a good game. I think Bioware are best to focus on single player but I'm not against this. It could be quite fun.
I've heard that the OC was terrible, but the toolset was good and it has plently of good mods. Anyways, with multiplayer, I never play co-op and only like playing against people, so I'm a little curious as to what the appeal is.
The real-time with pause aspect causes problems. How would you implement this in a co-op scenario? If a game is turn-based or fully real-time it's not a problem since you either have stops between every turn or just fluid action all throughout, respectively, but in real-time with pause where the player can control the pace more, wouldn't players get in each other's way?
But yeah, I agree. Don't see what co-op would bring to the table here. How would it add value to the game?
#29
Posté 18 juillet 2010 - 08:32
I fear we could lose more than we gain. For example, Dragon Age is basically a bunch of conversations that occasionally get broken up by an action sequence. And I like it that way.
That doesn't work for an online game. You need constant action for multiplayer. I don't want Dragon Age to make those concessions in support of an added feature.
Not saying it wouldn't be fun. It probably would be. I just think there are too many potential tradeoffs.
Modifié par Giltspur, 18 juillet 2010 - 08:40 .
#30
Posté 18 juillet 2010 - 08:47
finnugold wrote...
It would be like Fable 2 all over again. Definately not good.
Can you imagine, with Fable 3's "Knock Up Yer Buddy" feature? People would finally have a loophole to the "can't romance Bethany" problem.
#31
Guest_Puddi III_*
Posté 18 juillet 2010 - 09:09
Guest_Puddi III_*
Dick Delaware wrote...
I've heard that the OC was terrible, but the toolset was good and it has plently of good mods. Anyways, with multiplayer, I never play co-op and only like playing against people, so I'm a little curious as to what the appeal is.
Playing through the campaign with a friend can be fun.
The real-time with pause aspect causes problems. How would you implement this in a co-op scenario? If a game is turn-based or fully real-time it's not a problem since you either have stops between every turn or just fluid action all throughout, respectively, but in real-time with pause where the player can control the pace more, wouldn't players get in each other's way?
In NWN/NWN2 you could set it so that either only the host can pause, or everyone can pause. Yeah they might get in each other's way in the second scenario, but it's not a big deal at all.
#32
Posté 18 juillet 2010 - 09:12
filaminstrel wrote...
Dick Delaware wrote...
I've heard that the OC was terrible, but the toolset was good and it has plently of good mods. Anyways, with multiplayer, I never play co-op and only like playing against people, so I'm a little curious as to what the appeal is.
Playing through the campaign with a friend can be fun.The real-time with pause aspect causes problems. How would you implement this in a co-op scenario? If a game is turn-based or fully real-time it's not a problem since you either have stops between every turn or just fluid action all throughout, respectively, but in real-time with pause where the player can control the pace more, wouldn't players get in each other's way?
In NWN/NWN2 you could set it so that either only the host can pause, or everyone can pause. Yeah they might get in each other's way in the second scenario, but it's not a big deal at all.
Except on the harder difficulties I like to pause every two seconds to issue orders, drop my aoe stuff, etc.
#33
Posté 18 juillet 2010 - 09:15
#34
Guest_Puddi III_*
Posté 18 juillet 2010 - 09:17
Guest_Puddi III_*
#35
Posté 18 juillet 2010 - 09:25
#36
Posté 18 juillet 2010 - 09:28
Majin Paul wrote...
Dragon Age 2 doesn't need some multiplayer mode added on just for the sake of having a multiplayer, adding multiplayer would probably decrease the quality of single player as well.
That and the multiplayer will probably also come off as half-arsed.
#37
Posté 18 juillet 2010 - 10:16
Dick Delaware wrote...
I've heard that the OC was terrible, but the toolset was good and it has plently of good mods. Anyways, with multiplayer, I never play co-op and only like playing against people, so I'm a little curious as to what the appeal is.
Nah, I really enjoyed it. Look at it this way, if I'm not enjoying a 20 hour long game I won't finish it. NWN is 60 hours long. I definitly think it would be more fun it co-op and as a singleplayer game it had some interesting design decsions, but it was still a good plot. Awful ending though.
The real-time with pause aspect causes problems. How would you implement this in a co-op scenario? If a game is turn-based or fully real-time it's not a problem since you either have stops between every turn or just fluid action all throughout, respectively, but in real-time with pause where the player can control the pace more, wouldn't players get in each other's way?
Yeah I actually thought of that even as I was posting about NWN. NWN did it by slowing the pace of combat to a crawl so that you didn't have to pause. Bear in mind you wouldn't need to pause the combat as much if you only had control of one character, but you'd still need to slow down the combat and that what either cause the single player campaign to suffer or you'd need 2 different game speeds for different modes... ugh it's making my head hurt just thinking about it.
#38
Posté 18 juillet 2010 - 10:20
#39
Posté 18 juillet 2010 - 10:29
#40
Posté 18 juillet 2010 - 10:57
#41
Posté 18 juillet 2010 - 11:01
Nithrakis Arcanius wrote...
Not if coop negatively affects the story campaign. However, I would love for BioWare to develop another game like NWN1, with a DM client and full multiplayer support.
NWN1 was truly a revolutionary game.
I hear you. Although, the single player part was such a dissapointment after BG2. I was just like...
Then all the servers with PW's started popping up and I was hooked.
#42
Posté 20 juillet 2010 - 05:02
#43
Posté 20 juillet 2010 - 11:49
#44
Posté 21 juillet 2010 - 04:48
#45
Posté 21 juillet 2010 - 04:53
Yes, it would be a good idea.
#46
Posté 21 juillet 2010 - 05:09
But if they thought that, wouldn't they have already put MP in?
#47
Posté 21 juillet 2010 - 05:10
But to create an entire game around the MP function would only take away from aspects (such as personalisation, and the independance of making decisions) which made DA:O so great. Furthermore I think this can only be fully realised through being a single player game...
Modifié par da_showstoppa, 21 juillet 2010 - 05:15 .
#48
Posté 21 juillet 2010 - 05:27
On the other hand, there were 6 or 7 different characters you could play as (6 Origins, but Mage had a human and an elf with different names). The impression I got was that all of them "existed" to some extent in the world, but who survived and became a hero was based on where Duncan went before going on to Ostagar. So if they had chosen to make DAO co-op, it could easily have made sense in the story as long as the players picked different Origins - Duncan goes to two places recruiting before going to Ostagar. But I only really play single player, so I was happy with the decision to focus on the single player game.
#49
Posté 21 juillet 2010 - 05:34
#50
Posté 21 juillet 2010 - 05:35





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