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The 5 stages of DA2 grief


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#251
Ziggeh

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Nighteye2 wrote...

Even those who like it flashy have their limits, though.

I played a retri paladin in world of warcraft. I'll take anything that isn't dressed like a rodeo clown and generating less light than a football stadium.

Nighteye2 wrote...
I really have no problem with that - it's not much different from getting the subtitles a little early. Would it really bother you if the character read the full line of text you just selected?

I think it would, it would feel redundant. I'm an efficiency **** (bet that don't make it through the content filter). I think it comes down to whether you like the idea of a voice over generally or not, and that's purely preferential. I can understand the position, I just find myself prefering the ME2 system to that of the old isometric ones of my youth.

Nighteye2 wrote...

I would say that the artistic changes have no gaming justification, either. Things like the excessive jumping animations, the silly combat stance assumed by rogues between attacks (in the videos I've seen) and how large swords are swung about like they're made of paper instead of steel. <_<

Nah, I think that adds to the feel of combat, making it more vindictive. I'm liking the word "emphatic" all of a sudden and feel it deserves a place in this paragraph as well.

I was thinking about weapon sizes the other day after discussingthem  in the "bethany's boobs are too big" thread, I think if you had weapons that were to scale, and combat that was realistic, that it would actually break immersion. I think we're so used to dramatised combat that we expect it. And it's an arms race (puntastic), because in order to look exciting and flashy, to stand out, it has to be more so than previous iterations, of which my dayglo paladin and her traveling disco are a part.

#252
Ziggeh

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Morroian wrote...

Nighteye2 wrote...

Did you see the video where Aveline has the spherical shield around her? It's jarring.

Awakenings had those kind of effects for warriors.

That's true, those massive diameter aura's were pretty intrusive out of combat.

#253
Nighteye2

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ziggehunderslash wrote...

Nighteye2 wrote...

Even those who like it flashy have their limits, though.

I played a retri paladin in world of warcraft. I'll take anything that isn't dressed like a rodeo clown and generating less light than a football stadium.

Nighteye2 wrote...
I really have no problem with that - it's not much different from getting the subtitles a little early. Would it really bother you if the character read the full line of text you just selected?

I think it would, it would feel redundant. I'm an efficiency **** (bet that don't make it through the content filter). I think it comes down to whether you like the idea of a voice over generally or not, and that's purely preferential. I can understand the position, I just find myself prefering the ME2 system to that of the old isometric ones of my youth.


Maybe, but it'd be the VO that would feel redundant, rather than the full-text.

ziggehunderslash wrote...

Nighteye2 wrote...

I would say that the artistic changes have no gaming justification, either. Things like the excessive jumping animations, the silly combat stance assumed by rogues between attacks (in the videos I've seen) and how large swords are swung about like they're made of paper instead of steel. <_<

Nah, I think that adds to the feel of combat, making it more vindictive. I'm liking the word "emphatic" all of a sudden and feel it deserves a place in this paragraph as well.

I was thinking about weapon sizes the other day after discussingthem  in the "bethany's boobs are too big" thread, I think if you had weapons that were to scale, and combat that was realistic, that it would actually break immersion. I think we're so used to dramatised combat that we expect it. And it's an arms race (puntastic), because in order to look exciting and flashy, to stand out, it has to be more so than previous iterations, of which my dayglo paladin and her traveling disco are a part.


I'm not pleading for realism all the way. But those oversized swords should at least be swung as if they had the weight of a normal sword. DA:O did this quite well, where you could see by the time it took to swing a 2-handed sword how much power was really behind that swing - you could literally feel the inertia and mass of those swords.

There are 3 levels of combat realism: realistic, fantastic, ridiculous. I want fantastic combat, not ridiculous or realistic combat.

#254
Jayce

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In Exile wrote...

In the past 7 years of operation, beside DA:O, bioware produced the following games: Knights of the Old Republic; Jade Empire and Mass Effect. Since Neverwinter Nights, they moved away from any kind of traditional RPG mechanism.

These games included the following features:

1) No Inventory
2) No isometric camera
3) PC VO
4) No party-based combat
5) Console beat-em-up combat

So should Bioware have expected you should love these features?


Er... you are seriously  listing KotOR, NWN and ME as having  those features?  Have you actually played any of those games?

1) KoToR, JE, NWN and ME all have inventory. Only ME2 does not.

2) NWN had an isometric camera. I'm less certain but believe KotOR did also.

3) Only the ME games have PC VA. None of the others you listed do.

4) ALL those games feature party based combat. ONLY NWN was solo and only if you played SP instead of co-op and didn't take an NPC companion.

5) Err no.

#255
Onyx Jaguar

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They don't have them all at once, but each of them as a set include those features so there is clear precedent

#256
In Exile

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[quote]Jayce F wrote..

Er... you are seriously  listing KotOR, NWN and ME as having  those features?  Have you actually played any of those games?  [/quote]

Yes, I did. Did you? The list doesn't include features each game has; it includes features from each game, that toghether make up the deadly set of features no RPG fan likes.

[quote]1) KoToR, JE, NWN and ME all have inventory. Only ME2 does not.[/quote]

No, JE doesn't. You can only pick from three set character models per gender, and there is no inventory. All you have are a set of "crystals" that you can put into an amulet that adds a stat bonus to your three statistics.

This is the skill menu from JE. You can see how it looks like ME/ME2.

Posted Image

I can't find a picture of the inventory, but all you could "use' were gems that added statistical bonuses.

[quote]2) NWN had an isometric camera. I'm less certain but believe KotOR did also.[/quote]

No, KoTOR doesn't. It It also doesn't have point & click, even on the PC. NWN did, but it had no party control.

3) Only the ME games have PC VA. None of the others you listed do.[/quote]

Indeed.

[quote]4) ALL those games feature party based combat. ONLY NWN was solo and only if you played SP instead of co-op and didn't take an NPC companion.[/quote]

No, JE did not have party-based combat. Now I'm absolutely sure you never played the game. JE only had a computer controlled compation that you could take with you. Mass effect also did not have party based combat. You just had NPCs following you around. Only KoTOR did, and it was an empty shadow.

Party-based combat = controlling the party.

[quote]5) Err no.[/quote]

Err, yes.

Posted Image

Here's a character using the staff style to beat up enemies.

Modifié par In Exile, 10 novembre 2010 - 02:00 .


#257
Faz432

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It's true, I think I've been through -

Confusion - When I heard that DA2 would feature a set protagonist and other stark changes from DA:O


Anger - When I heard things were being taken out of the game and streamlined, like DW Warrior.


Reasoning - When I saw the screens and liked the detail in the armor designs I thought maybe that could be something to look forward to.


Depression - When I heard about the inventory system for companions.


Acceptance - I now realise that DA2 will be a casual RPG adventure and if I want a grown up RPG I'm going to have to look elsewhere.

Modifié par Faz432, 10 novembre 2010 - 10:55 .


#258
Jayce

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In Exile wrote...

Jayce F wrote..

Er... you are seriously  listing KotOR, NWN and ME as having  those features?  Have you actually played any of those games? 


Yes, I did. Did you? The list doesn't include features each game has; it includes features from each game, that toghether make up the deadly set of features no RPG fan likes.


Then maybe you should have said it that way.

1) KoToR, JE, NWN and ME all have inventory. Only ME2 does not.


No, JE doesn't. You can only pick from three set character models per gender, and there is no inventory. All you have are a set of "crystals" that you can put into an amulet that adds a stat bonus to your three statistics.

This is the skill menu from JE. You can see how it looks like ME/ME2.

Posted Image

I can't find a picture of the inventory, but all you could "use' were gems that added statistical bonuses.


That's still an inventory in terms of being able to equip items even if its simplistic. If you could acess the weapon menu mid mission with needing to stop at a weapon locker I would argue ME2 had an inventory too.

2) NWN had an isometric camera. I'm less certain but believe KotOR did also.


No, KoTOR doesn't. It It also doesn't have point & click, even on the PC. NWN did, but it had no party control.


Yes it does have point and click and party control =/= party based combat.

4) ALL those games feature party based combat. ONLY NWN was solo and only if you played SP instead of co-op and didn't take an NPC companion.


No, JE did not have party-based combat. Now I'm absolutely sure you never played the game. JE only had a computer controlled compation that you could take with you. Mass effect also did not have party based combat. You just had NPCs following you around. Only KoTOR did, and it was an empty shadow.

Party-based combat = controlling the party.


And that is where you're fudging to score points. Party based combat is any combat where the player character is not solo. Either by having AI or multiplayer controlled character companions.

Party-based combat = more than one character. 

 



5) Err no.


Err, yes.

Posted Image

Here's a character using the staff style to beat up enemies.


Err no.

Modifié par Jayce F, 11 novembre 2010 - 07:17 .


#259
upsettingshorts

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Jayce F wrote...

And that is where you're fudging to score points. Party based combat is any combat where the player character is not solo. Either by having AI or multiplayer controlled character companions.

Party-based combat = more than one character.


There are people on these forums, party-based combat fans in fact, who will argue that you are totally wrong.  I'm not one of those fans, so I'll leave that to them.

But the gist of it is going to be that ASSUMING DIRECT CONTROL is very much key to the concept of party based combat.  

#260
Jayce

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Upsettingshorts wrote...

Jayce F wrote...

And that is where you're fudging to score points. Party based combat is any combat where the player character is not solo. Either by having AI or multiplayer controlled character companions.

Party-based combat = more than one character.


There are people on these forums, party-based combat fans in fact, who will argue that you are totally wrong.  I'm not one of those fans, so I'll leave that to them.

But the gist of it is going to be that ASSUMING DIRECT CONTROL is very much key to the concept of party based combat.  


To that I'd say, that any game where the player can control multiple characters is a Party-Based Combat game but not every Party-Based Combat game allows you to control multiple characters.

#261
Onyx Jaguar

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Jade Empire was a total beat em up, in fact it did it better than God Hand did even if it was a bit more nerfed in a way than God Hand. The overall design was better

#262
0x30A88

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They gave us DA:O, I, for one, believe they can give us an awesome game again.

#263
upsettingshorts

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And then I think In Exile would say that he meant ASSUMING DIRECT CONTROL party based games, because there are a lot of fans on here who insist that they are part and parcel of the whole "spiritual successor to Baldur's Gate" thing. Or hold that party control is of paramount importance to the very nature of their understanding of CRPGs.



But I'll stop arguing for people and groups to which I do not belong.

#264
Davasar

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AlanC9 wrote...

Davasar wrote...
Or, when asking for a straight forward, non-politician styled answer on why many features enjoyed are being tossed, the response from some high ups on these forums is something like:

"Sorry, you as a customer are no longer important to us, F*** off"

This is perhaps said in a...politician styled way to make it nice, but that is the gist of it.


Many people are put off by that sort of answer, 'politely' said or not.   Though offensive if said openly, at least respect would be garnered by saying things as they really are.


So you don't want that said offensively, but you also don't want that said the way Bio's been saying it. Do you seriously think that there's a way to tell a customer he's no longer important that wouldn't put people off? If so, what is it?

Also, I'm not certain "no longer important" is quite correct. Maybe you never were important to them, and to the extent you were satisfied by their previous products it was an accident.




Since I liked many of their previous games and purchased them, I'd say I was as valuable as a customer could be that was part of that target audience that helped them get to where they are today (if that means anything to them, to some companies customers dont mean crap)

The offense is taken not based on how it is said, but that the attitude exists.

Since being told to screw off in a nice way or a bad way has the same affect, better to at least be open and honest about it rather then trying to put on nice airs.

#265
In Exile

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Jayce F wrote...
Then maybe you should have said it that way.


I thought it was clear that I did. In fact, one other person pointed out this is exactly what I did. So it seems that some people did understand my claim. You might not have, but as of right now we have one for and one against, so that says nothing about the clarity of my post.

That's still an inventory in terms of being able to equip items even if its simplistic. If you could acess the weapon menu mid mission with needing to stop at a weapon locker I would argue ME2 had an inventory too.


ME2 also has an inventory, if you choose to define it as "being able to equip items even if it is simplistic."

Why are you introducing some kind of arbitrary "you need to always be able to access it for it to be an inventory" condition? 

Moreover, in JE you are not able to equip items, unless you count insert gems into an amulet "equipment". In which case if you do, being able to physically carry more than one weapon and switch it ought to be sufficient to say you have an inventory system.

In fact, by your standard, any game that lets you equip weapons has an inventory system.

Yes it does have point and click and party control =/= party based combat.


It doesn't have point and click. You can't click to move or click or click to attack.

As for party control =! party based combat, well, Upsettingshorts already made the claim I would have. Most people on this forum that want to praise BGII as some kind of gold standard of what an RPG is would disagree.

I personally consider all these games RPGs, and think they're brilliant (except for NWN - that game was bad, if it wasn't for the excellent SP modules available later). I'm just making the counter-point that DA:O is somehow representative of the kinds of games that Bioware designs and DA2 is not, when this is clearly silly.


And that is where you're fudging to score points. Party based combat is any combat where the player character is not solo. Either by having AI or multiplayer controlled character companions.

Party-based combat = more than one character.


I would search this forum for references to party based combat. Like Upsettingshorts said, ASSUMING DIRECT CONTROL (man, I love Harbinger so much; my pet theory is that the Reapers harvest all galactic life because they're really just playing an MMO in the real world) is the accepted definition on this forum, so I'm rolling with it.

Err no.


Seriously, did you play JE?

From the review of the game (http://xbox.ign.com/...2/602787p1.html)

Blocking can also be used in conjunction with the analog stick to
initiate diving rolls, backflips, and an awesome vault move that flings
your character directly behind oncoming enemies
. Dodging is so much fun,
that many players will find themselves bounding across the screen just
for kicks. If this was the extent of the battle system, it would already
be the best action-based RPG on Xbox. It is the core of a
rock-paper-scissors combat routine that encourages quick thinking and
punishes the button masher.



The main character can target one enemy at a time, and the triggers are
used to cycle through any threats on the battlefield. By pulling both
triggers, players can enter a free-run mode and interact with objects in
the environments, or simply reposition themselves in the battle. When
pitted against numerous opponents its easy to assume that the main
character would constantly be overwhelmed. This is handled expertly by
subtle changes in the enemy AI. Non-targeted enemies become less
aggressive, and will hang back on the outskirts of a battle. This keeps
battles manageable. It also mimics the classic scenario in Kung-Fu films
where the hero is impossibly outnumbered, but only suffers attacks from
one enemy at a time. Also, since damage is contact based, anyone who
gets in the way of a confrontation is going to pay the same price as the
intended target. Players can learn to take advantage of this system by
rolling into a crowd of enemies and unleashing damaging area attacks.



#266
FedericoV

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In Exile wrote...

I would search this forum for references to party based combat. Like Upsettingshorts said, ASSUMING DIRECT CONTROL (man, I love Harbinger so much; my pet theory is that the Reapers harvest all galactic life because they're really just playing an MMO in the real world) is the accepted definition on this forum, so I'm rolling with it.


Being a fan of party based combat, I would say that even in ME1&2 (at least on PC) you can assume direct controll of your party members and choose how to use their skills, where they should cover during combat and how to level up. So, there are many degrees of controll and many different versions of party based combat. For example in Icewind Dale the amount of controll over your party was greater than BG2.

So, I support a less restrictive definition than yours. Every game where you can controll actively your party members (to some degree) is a party based game. But obviously, having companions does not equate to "party based game". You must have the option to controll them in some way (so, setting behaviours do not count).

The only games in Bioware's history that weren't party based are NWN (single player, wich was not the focus) and Jade Empire (the least popular game in Bioware's history). Just to say that party based combat/interaction is one of the pillar of Bioware's game, just like good writing and storydriven narration.

Modifié par FedericoV, 12 novembre 2010 - 12:52 .


#267
In Exile

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FedericoV wrote..

Being a fan of party based combat, I would say that even in ME1&2 (at least on PC) you can assume direct controll of your party members and choose how to use their skills, where they should cover during combat and how to level up. So, there are many degrees of controll and many different versions of party based combat. For example in Icewind Dale the amount of controll over your party was greater than BG2.

So, I support a less restrictive definition than yours. Every game where you can controll your party members to some degree is a party based game. But obviously, having companions does not equate to "party based game". You have to controll them in some way. So, the only games in Bioware history that weren't party based are NWN (single player, wich was not the focus) and Jade Empire (the least popular game in Bioware's history).

Just to say that party based combat/interaction is one of the pillar of Bioware's game, just like good writing and storydriven narration.


This isn't my definition of party-base combat. I think any party that you can meaningfully order & control provides party based combat. Even Fallout New Vegas does it, and better than Fallout did by far, just an inferior and pale shadow of what Bioware would produce.

Still, my only point was to show that Bioware doesn't and hasn't been making games like DA:O exclusively for almost a decade. Acting like they are is, well, just not right.

#268
FedericoV

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In Exile wrote...

This isn't my definition of party-base combat. I think any party that you can meaningfully order & control provides party based combat. Even Fallout New Vegas does it, and better than Fallout did by far, just an inferior and pale shadow of what Bioware would produce.

Still, my only point was to show that Bioware doesn't and hasn't been making games like DA:O exclusively for almost a decade. Acting like they are is, well, just not right.


I played BG 1&2 something like 10 times and I think that most people overstated the spiritual successor thing with DA:O and confused iso view with green circles around charachter with bgish tactical gameplay. Just to say that I do agree with you and that even for DA:O there were more differences with BG than many fans want to admit (don't know why, maybe nostalgia). Still, DA:O was a very good game but if we look at things without superficiality, it would be clear that the spiritual successor thing was mostly marketing (moreover, a marketing that was going to kill the first game... I know that many people don't want to admit it but the "new ****" trailer saved DA franchise pumping consolle sales).

But we can trace some kind of features list that mark Bioware's successfull games and it's not irrational to expect that Bioware's devs will  implement them in their future games. Those are: good writing, storydivren narration and party-based gameplay/interaction. It's clear that party based gameplay (I mean party based combat) seem to enhance the value of interactions with NPCs in the eyes of players.

Modifié par FedericoV, 12 novembre 2010 - 01:15 .


#269
Herr Uhl

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In Exile wrote...

AlanC9 wrote...

IMHO blood magic specialization should be limited to a mage PC who makes a certain choice in Redcliffe. I can't stand the way specializations unlock across all playthroughs.


I agree. I don't use a specialization in any playthrough until I've unlocked it via the story.


Blood Mage is one of the specs that it would make the most sense if your PC knew from the beginning. The ones that I don't see any PC knowing are Arcane Warrior, Reaver, Shapeshifter, Duelist, Templar, Bard and possibly Ranger/Assassin/Berserker too. Otherwise, I think Spirit Healer should require a quest of some sort to gain, as it is much more rare than Blood Mage, and actually needs spirits to be used.

Edit: /minirant

Carry on.

Modifié par Herr Uhl, 12 novembre 2010 - 01:32 .


#270
In Exile

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Herr Uhl wrote...
Blood Mage is one of the specs that it would make the most sense if your PC knew from the beginning. The ones that I don't see any PC knowing are Arcane Warrior, Reaver, Shapeshifter, Duelist, Templar, Bard and possibly Ranger/Assassin/Berserker too. Otherwise, I think Spirit Healer should require a quest of some sort to gain, as it is much more rare than Blood Mage, and actually needs spirits to be used.


Well, it depends on how liable to get sent to Aenar you are for learning bloodmagic. The impression I got from what happened to Jowan was that the Circle lets you do it, mostly to weed out the ones who would.

#271
ajlueke

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I am not likely to purchase DA:II simply because it does seem a lot of what I liked about Origins is gone. First off, Origins was a tactical, top down RPG similar in style to Baldur's Gate, a game which I abosolutely loved. The Origin part of the title also implied that the other major element or Baldur's gate would also be present. Following a single character through a series of campaigns that led from humble beginnings. Baldur's Gate itself when it took up the AD&D mantle paid homage in that way to the old AD&D gold box games. Party of six characters, several games in a series. I loved the gold box games, and when Baldur's Gate came out, it felt like the spiritual successor to those games. Dragon Age in turn was the spiritual successor to Baldur's Gate. Now the epic origin of my character has been co-opted in favor some guy named Hawke, in a fast paced more action oriented game. Gone will be respect paid to the gold boxes, and the port city founded by Balduran. Replaced with something sleek and console ready, designed to sell to the Halo/Call of Duty crowd of today, versus the gamers of yesteryear.
I remember beign similarily worried about Origin's when i played a version at PAX 2009 on the 360. I hated the over the shoulder KOTOResque perspective, as well as power and inventory managment with the controller. When I went to the intel booth and played the PC version I felt all was right with the world. Now it sounds like both versions will have the same approach. I won't right it off however, I'll let the game come out and try the demo when one is available, but I look to that future with trepidation and not with hope.

Modifié par ajlueke, 12 novembre 2010 - 05:08 .


#272
maxernst

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@In Exile



It continues to puzzle me that the style of a handful of games popular between about 1997 and 2000 is somehow viewed as the gold standard for "traditional" roleplaying games. There were CRPG's long before that and many of them did not have isometric perspectives, parties. Some of them had more action-oriented combat.

#273
In Exile

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maxernst wrote...

@In Exile

It continues to puzzle me that the style of a handful of games popular between about 1997 and 2000 is somehow viewed as the gold standard for "traditional" roleplaying games. There were CRPG's long before that and many of them did not have isometric perspectives, parties. Some of them had more action-oriented combat.


I'm willing to bet it's just when most people started playing RPGs.

#274
upsettingshorts

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maxernst wrote...

@In Exile

It continues to puzzle me that the style of a handful of games popular between about 1997 and 2000 is somehow viewed as the gold standard for "traditional" roleplaying games. There were CRPG's long before that and many of them did not have isometric perspectives, parties. Some of them had more action-oriented combat.


It's a house of cards built upon the foundation of a six-word premise drawn from a marketing slogan:

"The spiritual successor to Baldur's Gate."

#275
Everwarden

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Saibh wrote...

...Well, I don't know, I don't think I ever remember anyone writing anything off. I would say that the situation was much worse earlier on, what with people hating on Hawke for being a non-Warden peasant. And silly questions like "Why should I care about Hawke?" being asked (Well, why the hell did you care about the Warden?)..


It wasn't a stupid question because they told us about this 'Hawke' like we should care, and we didn't. It was really, really bad marketing.