The Director wrote...
So where did you stand on the idea of Tier-based armor ratings? Did that correlate around the same system as a more simplified star-based system would? Did putting bonuses in green and restrictions in red help at all? Just a question; I don't to accidentally sound confrontational. [Sorry, I get that a lot]
I do so miss the days when we would read the booklets to understand our new games. Reading was fun...
I'm not sure. I've been playing CRPGs for a long time and I didn't need the same introduction to the genre. But in general as long as the introductory/accessibility elements don't take away from the ultimate level of complexity I can't imagine having an issue.
And yeah, I remember the huge manuals too. They were great. Do I think we
need to go back to that? Not really. But did it annoy me that I had to search online for all the Isomotion moves in NBA 2k11 because the manual was so spartan (it was two pages for crying out loud) that it didn't bother to include them. Hell yes.
CoS Sarah Jinstar wrote...
I don't see whats so wrong about reading a game manual to learn how to play a game that isn't just say a simple first person shooter for example.
Shooters aren't simple anymore. There's plenty to know and learn. But In Exile more or less said what I would have said anyway.
CoS Sarah Jinstar wrote...
So you read the manual and you get to understand whats going on. I don't really see much of an issue in that. Like I said, theres a middle ground, the issue is Bioware appears to want to cater more to the casuals than the hardcore RPG'ers, and that to me quite frankly is extremely disappointing.
My contention is that it's entirely possible for "casuals" and "hardcore" players to get a game they both like. Does that mean all casual gamers and all hardcore gamers are going to get the game they want with DA:2? Nope, I think that's probably impossible. But plenty of both of them will. There is no one definition of what a "hardcore CRPG gamer" likes, just as there is no one definition of what a "casual gamer" likes.
SirOccam wrote...
AngryPants brought up Flight Simulators earlier; I think that's a great example. I love the idea of a flight sim, and had wanted to buy one for a long time when I actually tried a demo. I chose a plane, and the next thing I know, it's just me and a huge, confusing-ass control panel. I was like "WTF am I supposed to do now?" I tried sifting through the help menus, but it wasn't long before I had lost all enthusiasm for the prospect.
Now what would be so wrong if they offered an optional simplified control scheme, where I didn't practically have to have a pilot's license in order to know how to make the damn thing take off?
A lot of flying games did just that actually. Not all of them, though. I first got into the genre playing
Red Baron,
Secret Weapons of the Luftwaffe, and
Strike Commander. Not exactly examples of hardcore realism. But I learned the basics.
CoS Sarah Jinstar wrote...
And I'll say it again, there's nothing wrong with finding a MIDDLE GROUND on game features/functions/systems, so everyone can have something they enjoy. Its when they decide to strip out half of what I enjoyed in Origins, companion gear, realistic looking animations and attack speeds, darker artwork considering the story is well dark, then it becomes a problem in that the only portion of the fanbase that is being heard is the console users.
That's not a hardcore/casual divide. It just means they've made design decisions you don't like. That does not mean that anyone who must like the decisions has to be the "opposite" kind of gamer to your PC/hardcore label. There are gamers in general who do prefer the direction DA:2 is going in that aren't your notion of console/casual gamers. Some of the most "hardcore" gamers I know play console games exclusively.
CoS Sarah Jinstar wrote...
I just hate the idea of sacraficing alot of things that I enjoy, like companion customization just because casuals can't be bothered with it.
It hardly seems fair or right, to punish one portion of the fanbase for the other.
You're assuming this based on facts not in evidence. They wanted their characters to be more distinct and sacrificed customization. They didn'd do it because "figuring out what to put your companions in is hard!"
Modifié par Upsettingshorts, 12 novembre 2010 - 08:01 .