StingingVelvet wrote...
Fallout New Vegas was praised for adding depth and complexity. Fable 3 and Gothic 4 were bashed for removing depth and complexity. Does this mean anything to Dragon Age 2 and Bioware? More specifically, will this impact review scores? Sales? Public opinion? Will the game be effected in some minor way?
I don't think you can look at these things in isolation, really. Open world games are capable of doing things in a very different way from story-driven games-- and each approach comes with its trade-offs. The reviewers are going to comment based on the specific improvements or problems that they're seeing, especially in comparison to whatever came before... they're not really commenting on "this is what RPG's should do in general" and I don't think it should be taken that way.
Our games focus more on story and interaction. Does this make them more linear? Sure, that's probably a fair statement, but linearity doesn't make it bad-- and reviewers (or good ones, anyhow) are going to judge it based on the quality of the experience presented, not on how they think it should have been something else.
As for how it'll effect sales, that's an argument in and of itself. Will FO:NV succeed because it's part of a successful franchise? Because it's got such great reactivity? I don't know-- people like to make claims about why games succeed or fail commercially, but that tends to say more about their own biases than anything else. And I'm not saying this is something only the fans do. The industry does it as well: seeing features of unsuccessful games as indicative of that feature's unpopularity is no more valid than doing the opposite and assuming a successful game's features can be replicated with the same financial success. I see a game like Troika's Temple of Elemental Evil which I thought did turn-based combat quite well and I cringe when it is used as an example of why turn-based combat "just isn't popular" because of the game's perceived sales. It's too bad, really.
I guess what I'm saying is that, at least with respect to getting good review scores (which does have importance to us, obviously, even if that doesn't always translate into good sales) we're going to do the type of game we do as well as we can do it... and we can't really look at other games in the genre that do things differently without understanding the trade-offs they accepted to do them. Despite both being RPG's, there are huge differences between how DA2 and FO:NV will play, just as there are huge differences between DA2 and ME2 (despite the insistence of some). We'll no doubt look at how FO does these things, sure, and see if there's anything to learn from them... just as we do with other games we play. That doesn't mean we can transplant those features wholesale into what we do. One cannot cherry-pick the best features of games and assemble them like a salad, minus the trade-offs. That's wishful thinking.
As far as affecting DA2 itself? It's a little late for that. Even on the off chance that we
did go "OMG choice is
in again? We need to change
everything!" there'd be little we could do to change course without delaying the game and starting over on huge parts of it. And, to be frank, that'd be bad. If there's anything worse than being second-guessed by a bunch of fans, it's second-guessing yourself. If we weren't confident that what we were doing was good, then we probably shouldn't be doing it at all.