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Game Informer’s Coverage of DA II: You'll be pleasantly surprised by some of the comments uttered by Lead Designer: Mike Laidlaw.


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#1
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If our decisions from DAO and Awakening drive the story in Dragon Age II, then this game will not only be interesting, but it will be very personal, your own story. Remember the idea of using the “Framed Narrative” type of storytelling is to allow us, players, the choice to choose how we want to shape our hero whether he or she is a mage, rogue or warrior. Otherwise, it would feel like Shepard in Mass Effect.  
 
Some nice quotes from Game Informer Magazine, August Issue:

According to Lead Designer: Mike Laidlaw, Dragon Age Universe is Consistent
 
Comment 1: “It’s really important that Dragon Age feels like a consistent world for the players.”

Comment 2:  “Origins did such a good job of letting you craft Ferelden into your Ferelden; it would be a shame to lose that.”

 Also: Executive Director Mark Darrah, states: “We’re not getting into specific details, but the goal will be to make it so that even if you played the first game on the PC, and the second game on [the] console, we’d be able to react to your choices. Now, we’ll see what Microsoft and Sony have to say about that.”

Modifié par [User Deleted], 28 décembre 2010 - 11:33 .


#2
fchopin

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Is that it? we know all that, is there nothing new?

#3
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Yes, much more. I will relate the most relevant changes. Typing..

#4
Kritanakom

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Nice! I'd much rather import my Fereldan than my Warden anyway! I can't wait to see what the dwarves do with those Golems! ^_^

#5
Grommash94

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Lilacs wrote...
Now, we’ll see what Microsoft and Sony have to say about that.”


Mmmm...they probably won't be too keen on the idea. But, hopefully, they will be alright with it.

#6
Lord Gremlin

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Now I know why story for my characters is uploading to this profile. Too bad it's all 100% broken.

#7
term8

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Lilacs wrote...
 but the goal will be to make it so that even if you played the first game on the PC, and the second game on [the] console, we’d be able to react to your choices. Now, we’ll see what Microsoft and Sony have to say about that.”


Hmmm so i've been thinking about this statement for a while, and was wondering how it would work...

Will there just be some awesome long questionaire at the beginning of the game or can they actually give players the ability to transfer files cross platform?

#8
UberDuber

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Sounds like there not importing alot of choices huh? sounds more like one or two.

#9
Grommash94

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term8 wrote...

Lilacs wrote...
 but the goal will be to make it so that even if you played the first game on the PC, and the second game on [the] console, we’d be able to react to your choices. Now, we’ll see what Microsoft and Sony have to say about that.”


Hmmm so i've been thinking about this statement for a while, and was wondering how it would work...

Will there just be some awesome long questionaire at the beginning of the game or can they actually give players the ability to transfer files cross platform?


I have the feeling it'll be option number one.

#10
term8

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Grommash94 wrote...

term8 wrote...

Lilacs wrote...
 but the goal will be to make it so that even if you played the first game on the PC, and the second game on [the] console, we’d be able to react to your choices. Now, we’ll see what Microsoft and Sony have to say about that.”


Hmmm so i've been thinking about this statement for a while, and was wondering how it would work...

Will there just be some awesome long questionaire at the beginning of the game or can they actually give players the ability to transfer files cross platform?


I have the feeling it'll be option number one.


you know as long as it is super super long... i don't think i'd mind that.....

#11
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“By having a narrator- having a focus on storytelling that moves me around with a direction and a purpose – I can hear the best parts,” Laidlaw says.

“As a result, we can cover a bigger scope than we have in the past.” In other words, the narrative progression is less restricted than in Origins. Events don’t necessarily need to unfold chronologically and the structure allows the team to skip over uneventful periods of time, keeping players in the action and cutting down on the excess travel time.

“What that actually allows us to do is really focus on the key moments that are occurring in Dragon Age II,” says Darrah. “We can skip the interstitial between the key action moments, the key decision moments, the key universe- shaping moments.”

Modifié par [User Deleted], 28 juillet 2010 - 01:59 .


#12
SirOccam

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Yeah, if Microsoft and/or Sony nix the cross-platform importing idea, that would be a reasonable workaround. Obviously it would limit what could be imported (like if they plan on showing your Warden at any point, I doubt they'd give you a way to re-create his appearance), but it'd be better than nothing, and it's totally sufficient for the bigger, world-changing decisions, like who is king of what. And those bigger decisions are the ones most likely to be used anyway.

#13
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"Players will see the result of their actions sooner because of the 10 year time span."

The story is already taken placed and it is being retold by the Dwarf.

Modifié par [User Deleted], 28 juillet 2010 - 01:13 .


#14
Dynamomark

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"cutting down on excess travel time" I don't really get that. Sounds like those flashbacks movies where they keep abruptly jumping from one scene to another and as a viewer you never understand what's going on.

#15
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Game Informer reporter narrates below:

In Origins, party members were incompatible certain moral stances. For example, Leliana and Wynne wouldn’t tolerate cruelty and would abandon the Warden of their approval rating fell low enough. This led many evil inclined players to avoid using Leliana and Wynne even if they were optional characters in terms of balancing the party. This kind of meta- game is no longer necessary in Dragon Age II.

If a character disagrees with your choices they may still complain, but it isn’t necessarily bad. In fact, you can even be openly hostile to your party members and still unlock combat bonus – a benefit previously reserved for those who established positive relationships. Finally, players can tell off the characters that annoy them.

Quote from Bioware below (from the article):

“They won’t necessarily leave. They may still join you, but they’re going to try to show you up and that may influence battle in a different way,” Darrah says. “We’d really rather encourage players to be consistent in their interactions with characters rather than have to play toward the Garney –ness of the system.”

Modifié par [User Deleted], 22 octobre 2010 - 12:21 .


#16
BLunted

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I don't think your title was long enough...

#17
andar91

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Dynamomark wrote...

"cutting down on excess travel time" I don't really get that. Sounds like those flashbacks movies where they keep abruptly jumping from one scene to another and as a viewer you never understand what's going on.

Posted ImagePosted ImageI think that all he means is that, since the game takes place over ten years, they simply go to the important parts instead of actually covering all ten of the years in game time. If you think about DA:O, the plot always seems so rushed.  By doing it this way, it may seem more realistic that Hawke's "rise to power" didn't actually happen over night.

#18
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Interview with the Doctors

Ray Muzkya: We learn the hard way in Dragon Age: Origins how hard it is to work initially on PC and then convert the game back to console. In the case of Dragon Age II we’re doing all versions simultaneously (PC, 360, and PS3) but we’re definitely ensuring the features we put in work well on [the] console as well as PC, because it’s typically much easier to convert them back to PC. The PC has a wider range of potential control options and can thus accommodate different designs easier in many cases than consoles can. Both consoles and PC are important to us, and we have great fan communities we plan to support in the future on all of these platforms.

Modifié par [User Deleted], 28 juillet 2010 - 01:41 .


#19
term8

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Lilacs wrote...

In Origins, party members were incompatible certain moral stances. For example, Leliana and Wynne wouldn’t tolerate cruelty and would abandon the Warden of their approval rating fell low enough. This led many evil inclined players to avoid using Leliana and Wynne even if they were optional characters in terms of balancing the party. This kind of meta- game is no longer necessary in Dragon Age II.
If a character disagrees with your choices they may still complain, but it isn’t necessarily bad. In fact, you can even be openly hostile to your party members and still unlock combat bonus – a benefit previously reserved for those who established positive relationships. Finally, players can tell off the characters that annoy them.
“They won’t necessarily leave. They may still join you, but they’re going to try to show you up and that may influence battle in a different way,” Darrah says. “We’d really rather encourage players to be consistent in their interactions with characters rather than have to play toward the Garney –ness of the system.”



hmmmm i really liked that party members in DA:O wouldn't stay with you if they didn't like you.... i'll wait for more news on this till i judge,
but i hope they didn't eliminate that aspect just so everyone has the ability to treat npc's how they want AND keep them the entire game just for their skills

#20
Grommash94

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term8 wrote...

Lilacs wrote...

In Origins, party members were incompatible certain moral stances. For example, Leliana and Wynne wouldn’t tolerate cruelty and would abandon the Warden of their approval rating fell low enough. This led many evil inclined players to avoid using Leliana and Wynne even if they were optional characters in terms of balancing the party. This kind of meta- game is no longer necessary in Dragon Age II.
If a character disagrees with your choices they may still complain, but it isn’t necessarily bad. In fact, you can even be openly hostile to your party members and still unlock combat bonus – a benefit previously reserved for those who established positive relationships. Finally, players can tell off the characters that annoy them.
“They won’t necessarily leave. They may still join you, but they’re going to try to show you up and that may influence battle in a different way,” Darrah says. “We’d really rather encourage players to be consistent in their interactions with characters rather than have to play toward the Garney –ness of the system.”



hmmmm i really liked that party members in DA:O wouldn't stay with you if they didn't like you.... i'll wait for more news on this till i judge,
but i hope they didn't eliminate that aspect just so everyone has the ability to treat npc's how they want AND keep them the entire game just for their skills


Mary Kirby said in another thread that companions will still leave you if you make certain decisions (defiling Andraste's ashes, for instance). They just won't leave because of approval.

#21
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^awesome, thanks for that Grommash 94

#22
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Flemeth is indeed in DA II. (no much detail on her)

#23
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A Better Battlefield (Game Informer article)***
 
The story and characters tend to take center stage when discussing any RPG, but they are only part of what made Dragon Age: Origins such an enjoyable experience. The game’s tactical combat system allowed players to utilize their part members’ individual strengths to turn the tide of battle.

Dragon Age II is as much about keeping what worked well from Origins as addressing what didn’t, which is why players can expect a similar emphasis on abilities, spells and character customization. The three base classes – warrior, - rogue, and mage – make the transition to the sequel, though the team hopes to refine each one to create more distinct play styles.

“Warrior, mage, and rogue are archetypes for a reason, but I don’t know that Origins delineated them enough. It didn’t create enough space between them. A rogue dual-wielding was just a warrior with less armor in some cases,” Laidlaw admits. ‘What I want to do is make sure that you fell like this unstoppable juggernaut, a lithe super-ninja, or field artillery.”

A large part of creating a unique sensation for each class is ensuring that the ability tress accommodate a wide range of tactical options. Origins had a lot of abilities, but some of the tress (particularly for mages) were of extremely limited usefulness. In Dragon Age II, the team is focusing on adding depth rather than breadth to the feats your characters can perform.

“What we want to do is give the player more depth of choice,” Darrah explains. “So you might really like the fireball. We’re going to let you customize and enhance fireball itself, so by the end of the game you’re actually tailoring that spell to the way you want it to be.” While this approach could mean fewer abilities in terms of sheer numbers, it also allows you to make more meaningful decisions and craft Hawke according to your preferred tactics.

Enhancing the strategic possibilities on the battlefield is the other major way Dragon Age II is adding depth to the combat. Similar to the spell combinations from Origins, all of the classes can combine abilities for specific advantages. Before, players could only combine magic – like casting fireball on a greased area. Now, a warrior may sunder an opponent’s armor, and when a rogue comes up to perform backstab, the combination of the two abilities will create an additional effect that is more than the sum of the two individual attacks.

Hopefully, this approach will result in players exploring more options in combat instead of relying on a handful of standby abilities (crushing prison is returning, by the way) By emphasizing teamwork and depth, the battles in Dragon Age II should feel even more varied and satisfying. “I want you to be up in enemies’ faces,” Laidlaw says. “I want you to be taking heads off, and I want everything to feel faster – but more importantly, responsive. If I tell someone to go kill, I want them up there and fighting immediately.”

Edit:  Added  *** (Game Informer article)***

Modifié par [User Deleted], 22 octobre 2010 - 12:23 .


#24
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Game Informer:
 
Disposing of the rigid morality system that tends to accompany your decisions in most role-playing games, Origins distinguishes itself by providing a more nuance perspectives on choice and consequences. That tradition continues with Dragon Age II, and the framed narrative makes it even easier for the team to convey the gravity of your decisions.  

Not all of Hawke’s choices tip the scale of power in the Free Marches-some of them are aimed at establishing a rapport with his followers and allies. Your party members still respond to your action and words, gaining or losing respect based on their personal views. However, even if they disapprove, you don’t need to worry about them ditching you.
 
Paraphrasing:

Our decisions in these situations will define Hawke’s history as the Champion of Kirkwall. We can still make minor and major changes like in Origins. According to Mike Laidlaw, “I think Dragon Age, if it is about anything, is about human weakness-the inability to see the larger threat. Honestly, that’s where your consequences come from.”

Modifié par [User Deleted], 28 juillet 2010 - 02:58 .


#25
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Lilacs wrote...

A Better Battlefield
 
The story and characters tend to take center stage when discussing any RPG, but they are only part of what made Dragon Age: Origins such an enjoyable experience. The game’s tactical combat system allowed players to utilize their part members’ individual strengths to turn the tide of battle.

Dragon Age II is as much about keeping what worked well from Origins as addressing what didn’t, which is why players can expect a similar emphasis on abilities, spells and character customization. The three base classes – warrior, - rogue, and mage – make the transition to the sequel, though the team hopes to refine each one to create more distinct play styles.

“Warrior, mage, and rogue are archetypes for a reason, but I don’t know that Origins delineated them enough. It didn’t create enough space between them. A rogue dual-wielding was just a warrior with less armor in some cases,” Laidlaw admits. ‘What I want to do is make sure that you fell like this unstoppable juggernaut, a lithe super-ninja, or field artillery.”

A large part of creating a unique sensation for each class is ensuring that the ability tress accommodate a wide range of tactical options. Origins had a lot of abilities, but some of the tress (particularly for mages) were of extremely limited usefulness. In Dragon Age II, the team is focusing on adding depth rather than breadth to the feats your characters can perform.

“What we want to do is give the player more depth of choice,” Darrah explains. “So you might really like the fireball. We’re going to let you customize and enhance fireball itself, so by the end of the game you’re actually tailoring that spell to the way you want it to be.” While this approach could mean fewer abilities in terms of sheer numbers, it also allows you to make more meaningful decisions and craft Hawke according to your preferred tactics.

Enhancing the strategic possibilities on the battlefield is the other major way Dragon Age II is adding depth to the combat. Similar to the spell combinations from Origins, all of the classes can combine abilities for specific advantages. Before, players could only combine magic – like casting fireball on a greased area. Now, a warrior may sunder an opponent’s armor, and when a rogue comes up to perform backstab, the combination of the two abilities will create an additional effect that is more than the sum of the two individual attacks.

Hopefully, this approach will result in players exploring more options in combat instead of relying on a handful of standby abilities (crushing prison is returning, by the way) By emphasizing teamwork and depth, the battles in Dragon Age II should feel even more varied and satisfying. “I want you to be up in enemies’ faces,” Laidlaw says. “I want you to be taking heads off, and I want everything to feel faster – but more importantly, responsive. If I tell someone to go kill, I want them up there and fighting immediately.”


Two points here really have me excited. The Primary being the streamlined nature of the Mage trees. In DAO the long list of spells were nice to have, but it was either damn near impossible to get most of them even if you reached cap, and on top of that some of the best looking spells didn't *really* do what you thought they would. Sadly, since it wasn't until Awakening you had the option to respec, choosing a lack-luster spell could really cost you later. With DA2, the idea of simply making the spells you choose "better" over time, and not just based on Spellpower, sound epic. Imagine a Fireball spell that not only causes a knockdown and additional DOT, but also causes additional debuffs like Armor degradation or a drop in resistances.

The other point here is the retooling of the party AI for combat. In the famed Sacred Ashes trailer we saw the Warden issued an order to Leliana to "Kill the Emmisary," and in game, well, when you issued that Order Leli and the other companions would often either have thier own ideas, i.e. suddenly decide to attack other mobs, or they would pick the worst route in getting to the target, running right through traps or barricades. It would be amazing if the companion AI was able to take these things into consideration when you issue an order. They find the best, quickest way to their target, and they don't become distracted by other enemies while also being able to defend themselves and not leave themselves open to attack opportunities; i always felt like that last was a hold over from the D&D ruleset, which really has no place in a fast combat RPG like DA2.

Modifié par glenboy24, 28 juillet 2010 - 02:58 .