I am more interested in a "good game" as well, but when more options ever hurt anyone?
Modifié par Yana Montana, 09 novembre 2010 - 10:25 .
Modifié par Yana Montana, 09 novembre 2010 - 10:25 .
Modifié par iShreav, 09 novembre 2010 - 10:32 .
Modifié par Stick668, 09 novembre 2010 - 10:41 .
No, but I would likely consider trying something new if I were to carve a new mountain.Aermas wrote...
Would you re-sculpt Mt Rushmore? If it isn't broke don't fix it.
Sounds about right. Several options for each companion. I get the feeling this would satisfy a great deal of people.Aermas wrote...
I'm not saying that every armor in the game needs to be tailored for every character. I am saying give me a handful of armors that I can change whenever I feel like
That would be a few steps ahead. It will probably come to that sometime in the future. Different body shapes for each character is a big step already by current standards.Sir JK wrote...
That too, but a unique model needs it's own animations and if it is unique then they can put that character's touch on every action. Mimicing body language.
Stick668 wrote...
@Yana:
Oh, options don't hurt as such, but I think you used the word "essential". About a very specific set of options.
Stick668 wrote...
@Ciryx:
I don't believe there is one "next logical step". And I don't believe everything new has to begin by including everything old and then adding More Awesome. There's progress in refining and in cross-breeding. Progress in some direction. Because there's more than one good direction available.
Stick668 wrote...
I'll say this: the older I get, the more I appreciate games getting to the point. I like complexity. But my patience for clicky chores and redundancy - which is how I see "spending half the game collecting and sorting loot and crafting better doilies" - wanes all the time. And as I don't find this even a slight contradiction... I don't mind at all what Bioware did with ME2 and appear to be doing with DA2. (I could give non-BW examples as well, but then I'd totally fall into Gratuitous Blogging territory. Better stop now.)
Modifié par Ciryx, 09 novembre 2010 - 11:04 .
EmperorSahlertz wrote...
The material of the armor added nothing to the lore... For all I care they could have have named Dragonbone "Iron +7". Companions unique outfits add a lot more to their personal lore, as it will help define them as characters. Also, the podcast mentioned that the upgrades you find can change the look of the companions armor. It probably won't be anything major, but at least it adds a bit of visual customization.
Modifié par Upsettingshorts, 09 novembre 2010 - 11:31 .
Ciryx wrote...
Clicky chores --- get annoying --- if they are done wrong. Like in DA:o. But Title like Diablo proof they can be done right and add tremdously towards the gameplay.
Sigil_Beguiler123 wrote...
Jumping off that, while extremely difficult to do in non-P&P games beyond the normal progress the plot type moments. It be wonderful if eventually the more immaterial loot that gets used in P&P gets transferred over to video-games, ie; earning favours, reputation, etc. that can be used at various times. I would love to one day see a mechanic almost be like money but where instead of loot (thus most likely get turned into money) you earn favours which can be cashed in for various things beyond just items.Sir JK wrote...
I just want to chip in ona small side-point about the traditional looting in that there are many older tabletop fantasy roleplaying games that have completely different approaches to looting. I know of one (but I forgot it's name) where equipment is provided by ones liege for good service or dangerous missions. I know of another were looting earns very little money and all the good stuff is to be bought (and armour needs to be custom-fitted to be useful). A third where looting is a very valid option... just that the dead don't rest easy and often carry diseases... "Still want that loot?"
So looting isn¨t as fundamental in fantasy as DnD and crpgs might lead one to believe.
But UpsettingShorts raises really good questions about looting which I think are definately worth discussing at some point.
Dave of Canada wrote...
*serious mode activate*
I'm a big fan of this new inventory system because it makes the other characters stand out as their own person. It's really... odd to have characters like Leliana and Morrigan only appear differently because of their armor, characters aren't their own because we're simply switching bodies while keeping the same head.
Such a system, should it have been introduced in Origins, could've added unique animations to each individual character. Let's imagine Sten for a moment having a completely unique look, not wearing Chantry robes or whatever it is silly players can scrounge up and put the big softie in. Sten's animations could appear differently than say... Oghren or Alistair, he has his own model and they don't need to work on a 1:1 instance where all models must fit the same.
It must also be easier to create cutscenes ingame when they don't have to worry about clipping issues with the various armor types.
Though I don't understand much of the hate, should you have full customization of the stats of said armor it isn't much different from Origins. While you can't see a naked Isabela or Varric running around, it doesn't harm the game any less than that. Hell, the whole idea of having armor scaling should introduce a lot more challenging things in the game. For example, they wouldn't have to worry about having a very undergeared party and can work on the difficulty aorund that. Always making sure your party never "overgears" content.
I'd also talk about having less Daggers or Dalish Leather Jockstraps in chests being a good thing but I've covered that a lot.
Yana Montana wrote...
@ Stck668
I am more interested in a "good game" as well, but when more options ever hurt anyone?
Aermas wrote...
Sir JK wrote...
Aermas wrote...
I'm not saying that every armor in the game needs to be tailored for every character. I am saying give me a handful of armors that I can change whenever I feel like
Yes, but that will mean that none of the characters will have any body language or uniquely poseable bodies (or rather they'd all have the same). That limits characterisation a great deal by reducing the character to just a head and cutting out between 40 and 60% of their entire communication. The interactability with the companions loses a lot by having generic bodies.
That is the primary drawback.
Look what if Isabela had, pantsless suit, leather armor suit, & black leather pirate suit
Carver had peasant's smock, chainmail, fieldplate
Bethany had chainmail corset (her in the pic), Green robe, & Tevinter Magister Robes?
They could keep their signature body shape/movements!
Upsettingshorts wrote...
To change things up a bit, I'll state my position on the actual thread topic:
It strikes me as arbitrary and I don't really like it. In a most basic sense, I would prefer that an RPG give me total God-like control over my protagonist's companions (thus making them all PCs, and non-party members remaining NPCs) or, and this is more ideal to me, almost no control at all (thus making the protagonist the only PC). Removing the ability to customize their equipment strikes me as fairly arbitrary and a sideways move. I freely admit something is lost - player agency. Something is potentially gained, in that the companions will be given more unique outfits and appearances. However, that opens Bioware up to judgment on aesthetic grounds that I otherwise would not have judged them on given my own ability to dictate how those characters appeared. For example, in Mass Effect 1 I didn't like Ashley's pink armor, so I gave her something else and forgot about it. If she had been in it permanently, like another appearance I disliked (say, Miranda's catsuit) then guess what, I'm going to love or hate it based on the choices of Bioware's art department and not my own.
So in short, I'm mostly against it for a couple of reasons, but won't mind it as much if all or most of the companions fixed outfits are ones I end up liking.
Helena Tylena wrote...
For the record, Hawke's inventory and equipment will work exactly the same way as inventory worked in DA:O. Companions are different because their armour is static (might change occasionally), and upgradable. Weapons, rings and necklaces still work the same way.
Also, the Dragon Age podcast is mighty interesting. You should listen to it.
Modifié par JamieCOTC, 09 novembre 2010 - 02:48 .
Modifié par Jordy Laforge, 09 novembre 2010 - 05:14 .
Maconbar wrote...
Sigil_Beguiler123 wrote...
Jumping off that, while extremely difficult to do in non-P&P games beyond the normal progress the plot type moments. It be wonderful if eventually the more immaterial loot that gets used in P&P gets transferred over to video-games, ie; earning favours, reputation, etc. that can be used at various times. I would love to one day see a mechanic almost be like money but where instead of loot (thus most likely get turned into money) you earn favours which can be cashed in for various things beyond just items.Sir JK wrote...
I just want to chip in ona small side-point about the traditional looting in that there are many older tabletop fantasy roleplaying games that have completely different approaches to looting. I know of one (but I forgot it's name) where equipment is provided by ones liege for good service or dangerous missions. I know of another were looting earns very little money and all the good stuff is to be bought (and armour needs to be custom-fitted to be useful). A third where looting is a very valid option... just that the dead don't rest easy and often carry diseases... "Still want that loot?"
So looting isn¨t as fundamental in fantasy as DnD and crpgs might lead one to believe.
But UpsettingShorts raises really good questions about looting which I think are definately worth discussing at some point.
That would be a nice addition.