Sylvius the Mad wrote...
And JMike Laidlaw has said that his goal with DA2 is effectively the same thing. The complexity will still be there, but it won't be forced upon new players and leave them to sink or swim. This is probably a really good idea.
Indeed. The main thing is that ME1 always had poor RPG elements (from an inventory and character building sense). So if you hide the RPG presentation, I think it overemphasizes the weakeness of the design elements.
I am hoping that in contrast, DA2, which inherents some quality RPG elements from DA (in terms of character building; the inventory was not particulary strong or dazzling) will not suffer from the same.
And people who defend ME2's inventory system on the basis of realism (you can only carry 4 weapons at a time) completely ignore the weapon lockers which were basically access ports to a nonsensically large inventory that somehow you carried around with you everywhere you go.
Only if you take a binary view of realism (i.e. if a feature has any exclusion, no matter the degree, with how it would be in relaity, then it is not realistic).
This argument, I believe, is relative. In comparison with the 100 item list, the inventory is somewhat more realistic, because there are plausible restrictions (only weapons you can carry & no armour swap) along with an implausible feature (top secret 1 of a kind weapons available at random lockers).
And while I'm aware that DAO failed for you in this regard, it succeeded for me far better than any ME title ever did. Even your description of your DAO experience is vastly superior to my ME experience, where muy character concept was utterly destroyed mere minutes into the game, and then repeatedly throughout.
To be fair, DA:O only brought the hammer down on me near the end of my first playthrough and for every playthrough after Ostagar (or Lothering) thereafter. With my first mage I did not appreciate the restrictiveness so strongly until much later in the game.
And she was a city elf - I believe yours was too. And her character concept was very closely tied to her city elf origins (I'd played a different city elf earlier whose personality wouldn't have been out of place in any of the origins, and he worked brilliantly - I'm planning to use that same basic design to test DA2's dialogue system).
Yes. There is a significant issue when you rely too strongly on the origin as a character concept, because the game is not very accomodating to it. Though I find the city elf to be a character who most easily would identify as a Grey Warden - it is potentialy a better life than the shtetel, compared to say the young Cousland, who was sorrounded in rumours of being heir and living comfortably (who really is railroaded with some of the potential dialogue options).
As Morrigan's dream demonstrated, the demon isn't always that good at being seductive. Some Wardens might find the Weisshaupt dream quite pleasant.
Oh, of course. I meant this not as an in-game argument (because we can clearly point out, as you did, the sloth demon may well be bad at his job) but rather as a meta-level argument about the design the writers had in mind for the PC. If you look at the Origin not as your core identity, but as the background, with the identity of the Grey Warde as the core, the options in the game make significant more sense (in terms of how they are constructed).