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Bioware, is combat the focus


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#101
axa89

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TimelordDC wrote...
You go into each battle with your full complement of abilities, at full health/mana and with most cooldowns reset. This was already evident in Origins but at least some of the abilities/items had fatigue penalties so you couldn't stack them too much unless you build a character specifically for that but even that is now gone from DA2.

Peter Thomas wrote...
Activating a sustained ability will essentially limit your max stamina/mana pool. It won't subtract that amount as well. If you have 0 stamina/mana, there is essentially no cost, other than not being able to use other abilities. You can't have more than 100% of your stamina/mana pool reserved, though, so you can't stack every sustainable in the game at once.


Modifié par axa89, 25 septembre 2010 - 07:47 .


#102
TimelordDC

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axa89 wrote...

TimelordDC wrote...
You go into each battle with your full complement of abilities, at full health/mana and with most cooldowns reset. This was already evident in Origins but at least some of the abilities/items had fatigue penalties so you couldn't stack them too much unless you build a character specifically for that but even that is now gone from DA2.

Peter Thomas wrote...
Activating a sustained ability will essentially limit your max stamina/mana pool. It won't subtract that amount as well. If you have 0 stamina/mana, there is essentially no cost, other than not being able to use other abilities. You can't have more than 100% of your stamina/mana pool reserved, though, so you can't stack every sustainable in the game at once.

I don't see your point here....this is the same as Origins, which, incidentally, had fatigue so the costs would increase if you were wearing items/already had sustainables that increased fatigue.

#103
thegreateski

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Uh . . . no.



It would like making Fallout 4 into a racing game.

#104
axa89

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@TimelordDC
In Origins the reserved stamina for a sustainable was a fixed number.

edit: This post (the one you mentioned) clarifies.

Modifié par axa89, 25 septembre 2010 - 08:00 .


#105
danielkx

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Amioran wrote...

Wyndham711 wrote...

It's sad how ready some people are to disregard Sylvius' statements on this (among many other things). One doesn't have to agree with everything he's saying to see that he does have a point worth considering. Rarely do I see such well reasoned arguments on the Internet.


From whence arguing for the sake of arguing has become a reasoned argument?

You see, what it is clear from many posts here is that people have a damned fear of change, a priori. Also that last line of "disinstalling the Wticher after 10 mins. for the timining" is hilarious. As if a game would only be its combat and if you cannot find some good points also in things you don't necessarily approve. But are you giving the game a fair chance? There's simply no way to come in terms with this points if not doing exactly what you would like to, only because there's no openess in them. 

If you have to find something you don't like there's no way you will ever like it (on principle), and in any case what you want is not necessarily correct either. Until you don't give something a chance instead of always trying to put it down it is difficult you will ever change idea or regard it from another angle than the one you prefer to see it and that you judge the "correct" one.

This is true for games and for life in general. Arguing can be good, but having preconceptions on everything, cataloguing things on white/black with no shades of grey it's not the most intelligent thing, nor it is insisting promoting opinions as arguments, example being the bit of the "silly acrobatic" animations.

I'm a fan too of old RPGs (I like very much for example combat made in turns, as ToEE) and yet I don't take all changes from the cliché (or from what I personally like or prefer) as the devil incarnate, neither the most different (and I've been often times pleasurily surprised by them). Not I pretend to always find motives why a thing MUST be wrong also if there are not objective reasons for it to be so, apart personal tastes that are neither true in themselves. 


Not to seem like I always agree with Sylvius on everything, but when Sylvius says he doesn't like some aspect of a game, he gives a well thought out and reasoned arguement as to why. He doesn't just say, "This aspect is stupid, I don't like it!" He gives logical reasons as to why he doesn't like it. So to say he is just against change is not entirely correct. It just might be that his preference is more of the classical rpg and that nearly all newer rpg's make a lot of critical changes when compared to more classic rpg's. But he doesn't just say, "I don't like it because it isn't the way it was in BG!"

#106
Tsuga C

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Mike Laidlaw wrote...

I can say we're working on archery right now.


Superb.  If the improvements in archery are of the same order as those you've mentioned for melee, this will be a glorious achievement.   Posted Image

#107
naledgeborn

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Amioran wrote...

Burdokva wrote...

Second, any plans for fixing archery? It seems to be "broken", in a sense, in all games involving melee. Archers are the weakest class (or specialization, it's irrelevant what you call it) even when properly leveled; it just feels week. Seeing all those descriptions of swords ripping enemies apart and spells blasting away has me somewhat concerned that archery will be even weaker. I'd appreciate some light shed on this - so far I haven't seen anything mentioned on the subject.


Actually Peter have wrote a lot of improvements being made to archery in the gameplay thread.

1) No more optimal range.
2) Archery talents require no more the (I must say gimmicky) flat "loop" wait as before to fire.
3) Archery talents are aimed to have same single target DPS as dual-wield ones, based on critical damage (so a lot of damage to single targets).
4) Varied bow types with different damage projectiles (for example fire bows, etc.) and, from what I understood, either possibility of enchanting them.
5) All rogue talents work also for archery this time. This is actually an improvement given by the fact that they are going more toward the specific archetypes, also if people assume this means less customization when IMO it is not.
6) Also AOE stuns are in the archery lines. In DAO there was only one. I hope there will be more this time. As for example they could make an ability to "imbue" arrows (ala arcane archer) or something similar (just guessing, I have no idea what they have in mind).

It can be I forgot something, but in any case it seems they are using a lot of love for archery this time. Awakening was a bad attempt on that direction, just giving a silly OP ability whitout really enhancing anything. But I think it was mostly done this way because they really had no time and kept the good ideas for later.


Speaking of archery I just ran through Awakening again and decided to respec Justice into a crossbowman. Beyond The Veil + Rain of Arrows = Win.

#108
Sylvius the Mad

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Mike Laidlaw wrote...

Sylvius the Mad wrote...

So the characters now move at unrealistic speeds?

The level of acrobatics in the Sacred Ashes trailer (which I never watched until after I'd finished DAO for fear of spoilers) was incredibly silly.
 
That sense of timing also needs to be avoided.  That sense of timing was why I uninstalled The Witcher after 10 minutes of play.

Sylv, let's be honest here, buddy. From what I can tell, you're not going to like a lot about DA2.

I rather doubt that, actually.  It's probably going to be the best RPG released next year.

Will it end up in my top 5?  Maybe not.

But I really was asking a serious question there.  Would you describe the speed of the characters in the game as unrealistic (using DAO's speeds as realistic to slow)?

I'm also very curious to see how acrobatic these acrobatics are.  If they're Sacred Ashes level acrobatics, then they're incredibly stupid.  But it they're Jade Empire level acrobatics that's wholly acceptable.

There's a line.  I want to know if you crossed it.  DAO was safely inside the line, so you have significant wiggle room.

As for the timing issue, I'll agree that was snark.  I'm aware that timing aspect exists only on the console version, and the console version isn't something I will ever play, so that really doesn't affect me at all.  I just want to keep the desires of PC gamers visible.

Not to say the game you want to play wouldn't be good. It might. I have copies of some classic RPGs on a shelf 10 feet from me that suggests I have as much a taste for the old school as you do, but that's not the game I'm making.

Is that because you don't think new games with some of those featuers would sell?

DAO did.

Modifié par Sylvius the Mad, 26 septembre 2010 - 06:56 .


#109
Ahzrei

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I love you so much Mike. So much.

#110
Amioran

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danielkx wrote...

Not to seem like I always agree with Sylvius on everything, but when Sylvius says he doesn't like some aspect of a game, he gives a well thought out and reasoned arguement as to why.


As "I disinstalled Witcher aftert 10 mins" just for the combat timing?
Or "acrobatics in the trailer are idiotic" (or something as that). Well thought arguments, for you maybe, but in the former case he just disinstalled a game because he didn't approve or find "correct" something in it, and in the latter is just taste masked by knowing the correct way to handle things.

He doesn't just say, "This aspect is stupid, I don't like it!" He gives logical reasons as to why he doesn't like it.


Sure, but it always depends if they are really logical or just done because you have to do them.

So to say he is just against change is not entirely correct. It just might be that his preference is more of the classical rpg and that nearly all newer rpg's make a lot of critical changes when compared to more classic rpg's. But he doesn't just say, "I don't like it because it isn't the way it was in BG!"


Explaining it or not explaining it has nothing to do with openess of mind or against it. They are two separate concepts, you know. You can explaing a closed minded argument how much you want, it will not change for that in an open minded one, nor an argument that has no basis apart prejudice will become a funded one.

Without change this world will end. Naturally not all changes are good, but still they are necessary. As Blake said "still water becomes stagnant".

And anyway, "the cut worm forgives the plow" or it must.

Modifié par Amioran, 26 septembre 2010 - 07:51 .


#111
Amioran

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Sylvius the Mad wrote...

I'm also very curious to see how acrobatic these acrobatics are.  If they're Sacred Ashes level acrobatics, then they're incredibly stupid.  But it they're Jade Empire level acrobatics that's wholly acceptable.


Listen, why do you insist with this opinion as being the truth is beyond me. If you don't like the level of acrobatics in the trailer doesn't mean that they are not "correct", both from a coreographical and/or scenic pow. You always see what you want to see but don't consider the rest. While an acrobatic can also not be "realistic" it doesn't mean that it is not fitting or good. For example Michelangelo painted and made statues that are not "correct" in their proportions, would you find that too "incredibly stupid"?

Or Delacroix inherently made figures that where almost "unwatchable" seen from close, also that would you find "incorrect"? Oh, yes, there are always people that think as you (in the case of Delacroix David and his school), but story always find them wrong in the end.

Modifié par Amioran, 26 septembre 2010 - 07:30 .


#112
Glory71

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 Let us see what *others* have to say about this....let us see

Modifié par Glory71, 26 septembre 2010 - 08:58 .


#113
Amioran

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Glory71 wrote...

 Let us see what *others* have to say about this....let us see


Not that idiocy again, please.

#114
Glory71

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Amioran wrote...

Glory71 wrote...

 Let us see what *others* have to say about this....let us see


Not that idiocy again, please.


Why did it hurt your feelings? Did your mother forgot to breastfeed you again. Do you own this board? It seems you do. I am sorry princess. If I may your highness...would you revel me with your wisdom and teach us lowly folk how denying someone to share a laugh is idiocy?

#115
CoS Sarah Jinstar

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Amioran wrote...

Glory71 wrote...

 Let us see what *others* have to say about this....let us see


Not that idiocy again, please.


I laughed. Lighten up shesh.

#116
FieryDove

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Brockololly wrote...
As a PC gamer, I'm just weary of the PC version for DA2 given that it seems consoles are the focus this time around. And I've played far too many multiplatform games where simple things are overlooked on the PC version that while they might not break the game, make it clear to the player you're playing a console port.
Stuff like in ME2 for PC- not having any hotkeys to pull up the journal but instead having to escape out and navigate menus to get there. Or when reading journals or other things, not being able to scroll using the mouse wheel. Or having huge 360 style popups on the screen to alert you of things. Or having the graphics settings severely simplified in terms of customizing and tweaking.
I just want the PC version of DA2 to feel like it was designed and built to play to the strengths of the PC and not that it was held back by the hardware/interface limitations of the consoles- As great as the ME games are, they feel like console games when played on the PC- Origins was a nice return to a PC-centric BioWare title where it "felt" like a built from the ground up PC title, with all the limitations and stregths of the PC in mind.


+100,000 approval points

#117
Hurrrr

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Perhaps this is just me, but I thought the combat wasn't going to be THAT different, just that whenever you pushed a button it happened immediately >>



IE no more "on next hit" mechanic for the hotkeys ;)



Maybe wrong, and I don't play console versions as...lol...

#118
superwarrior

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1st, to mike laidlaw, i'll just say that i absolutely love bioware games and will continue to support. Just keep em coming!



On topic, i absolutely agree that DA series should stick to abilties/stat/tactic approach and let the game AI/engine handle the rest. Why? I love the teamwork-centric focus of DA; which was why i disliked the arcane warrior spec where ppl aim to be the i'm-the-ultimate-badass solo approach. Kinda defeats the core/spirit of the game i thought. Isn't it about choosing and building your team to get the balance u want weighing their strengths/weaknesses? I mean if any of the characters can be the ultimate one-guy-does-it-all then 4 of them will be a killjoy. No offense to the more skill/timing combo-based fans out there, hey, i luv em too. I love complex action games like Street Fighter series, God of War, and especially hold a torch for Blade of Darkness (pity no sequel). Deep action games r not mashers, in BoD u won't last if u mash. But they r a DIFFERENT type of game and belong in their respective categories. I luv the choice of tactical games from when i needed a break from direct action games. Choices r good :)



However, i still think that DA combat can still be improved. DA2 sounds like a move in the right direction but anyway my point is to eliminate the pause approach. OK, don't get excited yet, what i mean is a system where perhaps there is good looping animation while i decide on my next choice of action for my team. Pausing kinda spoilt the immersion factor for me, so some kind of system where the action still flows without pausing but still giving us the time to manage our squad.



I dunno, any suggestions?



BTW i still hold that bioware was heavily inspired by Appeal's Outcast. Assassin's Creed also if u have played Outcast and recall the city level. Another great game that never saw a sequel and still holds it's own (game mechanics wise) even today. E.g. AI was GREAT. One thing that annoyed me about DA NPC AI was that sometimes a fight take place right in front of NPCs with spells and whatnots booming all over and they just STAND there like nothing is happening. Erm...what the hell? How about resolving that issue for greater realism, Mike? In Outcast they'll be running or ducking like hell ( or die if hit too badly ).



Anyway, just my 2c. Keep up the great work.

#119
B3taMaxxx

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Amioran wrote...

Sylvius the Mad wrote...

I'm also very curious to see how acrobatic these acrobatics are.  If they're Sacred Ashes level acrobatics, then they're incredibly stupid.  But it they're Jade Empire level acrobatics that's wholly acceptable.


Listen, why do you insist with this opinion as being the truth is beyond me. If you don't like the level of acrobatics in the trailer doesn't mean that they are not "correct", both from a coreographical and/or scenic pow. You always see what you want to see but don't consider the rest. While an acrobatic can also not be "realistic" it doesn't mean that it is not fitting or good. For example Michelangelo painted and made statues that are not "correct" in their proportions, would you find that too "incredibly stupid"?


 Because he prefers one style to another doesn't mean he's insisting it's truth. There are people who happen to have opinions, I know, shocking. And how does painting relate? Couldn't make a game analogy?

 I to prefer the Jade (Just started playing it) acrobatics to Sacred Ashes as well. Also, just to drive the stake in a bit further, I don't see how adding extreme manuevers into the game benefit it at all. Having a faster rogue who doesn't share the same abilities with a warrior is change enough for me, but hay, it's just an opinion.

#120
danielkx

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Amioran wrote...

As "I disinstalled Witcher aftert 10 mins" just for the combat
timing?
Or "acrobatics in the trailer are idiotic" (or something as that).
Well thought arguments, for you maybe, but in the former case he just
disinstalled a game because he didn't approve or find "correct"
something in it, and in the latter is just taste masked by knowing the correct
way to handle things.


Ummm, he didn't like the combat and knew that since the combat would be largely the same throughout the game and that combat was a very significant aspect of the game, he knew that he would not enjoy it. Finding the combat to be "correct" has nothing to do with it. Finding the combat to be boring, not fun, almost unbearable, that means a lot more and I believe that was the case here.

Sure, but it always depends if they are really logical or just done because you have to do them.


I do not quite follow you on this one...

Explaining it or not explaining it has nothing to do with openess of mind or against it. They are two separate concepts, you know. You can explaing a closed minded argument how much you want, it will not change for that in an open minded one, nor an argument that has no basis apart prejudice will become a funded one.

Without change this world will end. Naturally not all changes are good, but still they are necessary. As Blake said "still water becomes stagnant".

And anyway, "the cut worm forgives the plow" or it must.


Ah, but explaining why you like or dislike something, or approve/disapprove of something is very relevant. If you were to simply say, "I dislike shooters because they are boring." That is a vague and uninformative statement and would come off as close minded. Contrast that with saying, "I dislike shooters because I do not enjoy twitch/reflex based combat. I find most shooters to require too much focus on each part of the battle and that is not what I am looking for in a game, I prefer to relax and make more strategic decisions in regards to combat..." That is a more rational argument and one would seem less close minded because it is obvious that he/she has valid reasons for not liking shooters.

Sylvius saying he uninstalled The Witcher because of the timing based combat is not close minded at all. That is him simply not liking the combat at all and deciding that since the game is focused heavily on this combat, he would not like the game. The fact that he uninstalled it in 10 minutes is irrelevant. I spent 3 hours before I decided to uninstall The Witcher for the very same reason. Am I more or less open minded because of that? No.

Also, change is only necessary when there is a point/reason for the change. If what is being change was needed to change, or was heavily flawed in some way, then yes, bring on change that makes sense. But when something is being changed that was more than fine the way it was and could maybe only use some minor tweaks, but was completely changed anyways just to change it, then that change was bad... especially when it is a step backwards.

Modifié par danielkx, 26 septembre 2010 - 12:46 .


#121
Mike Laidlaw

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Sylvius the Mad wrote...
But I really was asking a serious question there.  Would you describe the speed of the characters in the game as unrealistic (using DAO's speeds as realistic to slow)?

I'm also very curious to see how acrobatic these acrobatics are.  If
they're Sacred Ashes level acrobatics, then they're incredibly stupid. 
But it they're Jade Empire level acrobatics that's wholly acceptable.

There's a line.  I want to know if you crossed it.  DAO was safely inside the line, so you have significant wiggle room.

I would say that the ground traversal speeds of the closing attack are past the upper edge of humanly possible, so it depends on where you draw that line. It's a pretty personal preference. I would say that if you felt Jade was within the realms of acceptable, you'll be fine.

Basic movement speeds, etc. are a bit faster than Origins, but only because of the animations. Nothing too significant.

Acrobatics are pretty much on par with Jade, though less common. At the most extreme I would equate them to leaping tiger.

Not to say the game you want to play wouldn't be good. It might. I have copies of some classic RPGs on a shelf 10 feet from me that suggests I have as much a taste for the old school as you do, but that's not the game I'm making.

Is that because you don't think new games with some of those featuers would sell?

DAO did.


Not in specific, no. But it's a slippery slope. Any feature can work, but it has to be woven into a larger whole. Let me risk opening the kimono for a moment:

My current thinking about RPG sales can be summed up like this: "We need to make mountains, not walls." To reference what I mean by a wall, take a look at this.

Now, I loved loved loved Ultima 4. I have my original boxed copy sitting right here. But I'm in my thirties. The old school games that an entire generation of us grew up and loved are, by today's standards, borderline inpenetrable. It's a wall you have to scale. No gentle slopes of increasing complexity.

Is the new generation of gamers incapable of understanding them? Not at all. But the barrier to entry is exceptionally high. You have to read, study, ponder and so on before you can even begin to engage with a game on the level it's meant to be played.

By contrast, if you've ever played World of Warcraft, whether you love it or hate it, that game does an exceptional job of easing you into the gameplay. Those convoluted talent trees that you use to spec your character are absolutely core to the WoW experience, and yet it's not that you don't get talent points until level 10...

...you cannot even open the menu until you have a point to spend
.

It's rather brilliant. Those talent trees are complex. As a new gamer, or one new to RPGs, seeing one of those might scare me off, and drive me back to something simpler.

What Blizzard has chosen to do is create an experience that has emergent depth. The more you engage with the game, the more complexity it opens up for you, dragging you forward into someone who is suddenly participating in co-ordinated 20-person raids.

Setting aside any personal feelings people have about WoW, I think their subscription numbers make it self-evident that WoW does a very good job at bringing people into the fold. WoW walks its players up a hill. They might be a little winded at first, but they
don't have to worry about the rope breaking until they're into the end
game. Old school RPGs do a reasonably poor job of bringing people into the fold, becuase they present a cliff-face of comprehension that must be scaled before you can engage and see the fun. To be clear, that climb is (almost always) totally worth it, but it's still a climb.

So, then, take that as my thought process and look at everything you know about DA2 through that lens. How does the game open? With an over-the-top combat where enemies are blown apart in single swings. Why? Because people can get that. They can register that the essence of the game is about exploding hurlocks. It's not, really. It's about exploding a wide variety of people and creatures in exotic locales and in the context of a rich, decade-spanning story, but at the very least, they're engaging with one of the core elements of the game without having to worry about a single statistic or talent tree. Those all come later, once the player's a little invested and has developed a keen interest in exploding foes.

So, then, with that in mind, let's circle back to the original question: do I think that the very hard-core features would sell? Yes, absolutely, if woven into a game that's reasonably accessible in a seamless manner. The danger, of course, is that if you have an extremely dense block of hardcore features, you will eventually find yourself having to weave more and more of them into the early game. Because it's not very fair to the player to keep the majority of features locked away until they're half way through the game, right? But then, by my rationale above, it's not great pacing to overload a player with feature after feature too early.

The tension between how quickly you get a feature into players' hands and how much systems overload you present is a constant balancing act, and very hard to get right. Even when we were trying to make Origins more friendly, I still think we overloaded a bit.

So, for DA2, we're putting a lot of effort into addressing complexity and how it's introduced into the game. Will there still be some hardcore features? Yep! The experience is very "Origins-esque," in terms of complexity, what with enchanting, tactics and so on still there in all their glory. Will I be adding even more hardcore features than Origins had? Probably not. After all, we've put a lot of effort into making combat better and figuring out how to best leverage player VO. Though once that work is done, there might be some room for more complexity in the future.

And as a final point, let's be frank. Hardcore features do not great marketing make. For every person who has mocked me saying "think like a general, but fight like a spartan" as over the top, or innaccurate, or whatever, there's a hundred people who hear that and come away with at least a vague impression that "it's like 300, but I have to think about it? Huh. I liked 300, so that's kind of cool."

Were I to go on stage and say: "Dragon Age 2 features X numbers of talents which may be upgraded by spending experience points so that you can coordinate up to four characters in combats that may be paused to give a tactical overview and provide a stronger mechanic for issuing orders such that the abilities you execute are done so in up-to-the-moment paradigm in which the animations have seen significant upgrades while the core combat remains largely the same," I would lose my audience about 5 words in. It would be more accurate, but hardly memorable.

The hard-core would be elated, but they would probably be less elated when the game sold 100,000 copies and never saw a sequel because our messaging was, just like Ultima 4, inpenetrable to an entire generation. And the simple truth is that for my favorite genre to thrive, I need to make games that don't actively push people away from it.

Speaking of which, this provides an interesting perspective on genre death. Another good read to bookend this epic post.

#122
Alodar

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That's a fantastic post Mike.

Thanks for taking the time to explain to us old fogeys why you've approached DA2 in the direction you have.


Considering all that is on your plate, your patience with those of us who are set in our ways is extremely commendable.


Alodar :)

Modifié par Alodar, 26 septembre 2010 - 05:51 .


#123
Mike Laidlaw

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Alodar wrote...

That's a fantastic post Mike.

Thanks for taking the time to explain to us old fogeys why you've approached DA2 in the direction you have.

Considering all that is on your plate, your patience with those of us who are set in our ways is extremely commendable.
Alodar :)


I don't think it's that anyone's necessarily set in their ways, so much as that there's a fear that we've only talked in detail about things that are different from Origins thus far. The lingering impression could easily be "OMG: They have changed everything."

But the harsh truth is that saying: "Our sequel is not different from
our first game" will never, ever expand your audience. Or get anyone
excited. And in this case it wouldn't be true, anyway.

It's not that different from a raw mechanical perspective. It presents itself a lot better, and is more comprehensible to the average gamer. If we've succeeded, we've managed to make a sleeker, sportier version of DA, like the different between a family commuter car and a Porsche. They'll both get you to work, but one's a lot more fun.

But you guys, the forum folks, are pretty important to us, so Dave, myself, Sebastian, Peter and so on? We've been putting a little extra effort into being around here for some clarity.

#124
Guest_slimgrin_*

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Some enlightening posts Mike. Thanks.

#125
Risax

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Mr Laidlaw,

In one of the podcasts I heard how enemys are now more tactical themselves, will you be eased into this as well? Or do they do it early on in the game?