[quote]Mike Laidlaw wrote...
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.[/quote]
I think the characters in BG2 moved too quickly.
But they were walking (at superhuman speeds). Characters who run are a different matter.
DAO's character's ran at a fairly sedate pace. A bit faster than that isn't a significant problem. If everyone in DA2 runs at the speed of a
Hasted DAO character, though, that's too fast.
[quote]It's a pretty personal preference. I would say that if you felt Jade was within the realms of acceptable, you'll be fine.[/quote]
Good news. Thanks.
[quote]Basic movement speeds, etc. are a bit faster than Origins, but only because of the animations. Nothing too significant.[/quote]
They don't actually cover more ground? Or they do, but not because you wanted them to - only to match the faster animations?
I dont' like this trend toward letting Art make these decisions.
[quote]Acrobatics are pretty much on par with Jade, though less common. At the most extreme I would equate them to leaping tiger.[/quote]
That's no problem at all. That's good, even. I'd have liked to see DAO Rogues duck and roll a little.
I had to ask these questions because your marketing is specifically trying to emphasise these differences from DAO, a game I quite liked. I understand that you need to appeal to new players, but some openness with existing players goes a long way toward retaining us.
[quote]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: [/quote]
Please do. I've been trying to have this conversation with
someone at BioWare for 12 years.
[quote]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. [/quote]
Okay, I have to say this. The intro to Ultima IV specifically tells you to read the manual. And when you click OK, it says "No, really, read the Book of History". That they still didn't do that scares the hell out of me.
[quote]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.[/quote]
Ultima IV is, in my opinion, the greatest computer game ever made.
We penetrated it. Are we median gamers in today's market? No. I get that. And I'll admit that I had to ask for help in U4 when I was a kid. I could not figure out how to get my Eighth for Compassion. It seemed to condradict the rules of Valour (which I now realise were more complex than I'd thought). But that I still remember all these details 25 years later says a lot about the quality of the game. Is there a game you played in the past 5 years that you'll remember as well in 2030? I somehow doubt it.
[quote]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.[/quote]
True. I still see that as a positive feature of the games, though.
[quote]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. [/quote]
I did briefly play WoW.
And had it not been for the internet, where I could go look at those talent trees before I even created a character, I don't think I would have been able to play the game at all.
I understand that you want those details hidden from many gamers (at least temporarily), but some of us need those details. So while I know you're probabaly never again going to put a combat log in a game by default, I'm going to keep asking for one as an option.
You can make the mechanics available to the players without requiring that they learn or study them.
[quote]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.[/quote]
Agreed. WoW is terrific at collecting new players, and you'd be well served to emulate them.
I would only complain about that if you did so by eliminating complexity or other features I like (rather than simply hiding them or making them less intimidating).
[quote]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.[/quote]
They were aimed a market who was used to learning the rules of a tabletop game from a 200 page manual wherein most of the rules were open to interpretation.
And terribly organised. For example, this is what you find if you look up 'Doors" in the index of the 1st edition AD&D Dungeon Master's Guide:
Doors
- Concealed or Secret, Detection of.....97,136,167; 16
- Listening at ......60,97,173; 27-28
- Opening.....97; 9
That was a different market. I understand that the modern median gamer isn't likely ever to bother with anything so poorly presented.
[quote]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.[/quote]
Combat isn't really my thing. I'm more of a roleplaying guy.
But a good roleplaying experience does require, I think, a lot of player freedom in the early game, because the player might not have done all the background work to determine who his character is yet.
[quote]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.[/quote]
DAO actually hda a ton of hardcore combat features in it. The trouble was that the game hid them from the player for the entire game, so any players who hadn't happened to discuss the combat mechanics with Georg before release didn't know what they were. The bonus to hit with an arrow when firing down a hill, for example - that's a terrific feature, and one that probabaly 95% of DAO players didn't ever know was there.
The hardcore fans would enjoy the game more if it had the option to be more transparent with its mechanics.
[quote]Speaking of which,
this provides an interesting perspective on genre death. Another good read to bookend this epic post.[/quote]
Great article, and I loved their example. I played and enjoyed F-15 Strike Eagle back in the day.
For the record, my all-time favourite flight sim is IL-2 Sturmovik. It's not over the top with realism (like the MS Flight Simulator games became), but it has enough details to draw the player in (for example, early Russian bombers didn't have fuel-injection, so a negative-G dive would stall them).
That's what I look for in games. Pure realism can get monotonous, but all the details need to fit together in a coherent way to aid the player in learning them all.
My complaint with many modern games is they're designed so that the players don't need to learn the details - which is fine - but because of that no one bothers to ensure that they all make sense at the same time.
[quote]Mike Laidlaw wrote...
To this I answer, in all earnestness: "Who the hell wants to drive an automatic Porsche?"[/quote]
Someone with cerebral palsy who doesn't have control of his left leg.
There's a market for every feature, Mike.