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What doe New Vegas mean for Dragon Age 2 (and Bioware)?


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#151
StingingVelvet

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Upsettingshorts wrote...

The Courier has no ingame narrative beyond revenge, and he doesn't even really need to take that. A sandbox game like FONV sacrifices a story of any substance for the opportunity to invent your own.

Bioware games and games like Fallout and Oblivion are fundamentally different and most comparisons are going to be flawed.

Personally, I like them both for what they are.


I wouldn't say games like New Vegas sacrifice story really... they are non-linear and the main character has little story, but the world around them is full of story.  It is not presented in cinematic fashion, but that doesn't mean it doesn't exist.

This is off-topic though.

#152
Nerevar-as

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Apollo Starflare wrote...

Sometimes it doesn't feel like I'm on the Bioware forums to be honest, Bethesda and CD Projekt get a lot of love around here, despite at times displaying similar (if not identical) issues to the ones people take such great offence at or nitpick to death when it's Bioware. Maybe it's a compliment, everyone just expects Bioware games to be absolutely perfect for every single gamer who wants to play one of their games? I have no idea.


I don´t play BW games to get the feeling I get playng FO or TW. Besides, the "issues" are there from the beginning, while with ME2 and DA2 they appear in sequels from already established settings. For some reason BW has gone the route of making things simpler rather than expanding as it´s usually the norm in RPGs, or at least the ones I´ve played.

#153
Gabey5

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new vegas was a glitchfest

#154
In Exile

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Marionetten wrote...
This is where I'm going to have to completely disagree with you and wonder if you played the same game. Less reactivity?


The fact I dislike the game doesn't mean I didn't play it.

One of the very first choices you get in the game is letting a bunch of thugs wipe out a town. Something which the game does recognize and continues to recognize throughout your whole playthrough.


To save a dude who is associated with the Crimson Caravan, who as it turns out barely acknowledges what you did outside of a brief thank you and provides you with absolutely no new dialogue or basic interaction with the Caravan, despite provises to the contrary, as it turns out.

All that the game does is give you a reputation hit with the power gang. But that's just algorithm.

Of course, the faction system is heavily tied into the reactivity of the world. If you do wipe out the town you get reputation with the thugs which allows you to travel to their headquarters and do more work for them. If you opt to save the town you get reputation with the town but the thugs will refuse to deal with you. This is the world reacting to your choices.


No, that's just the faction score changing. See, you see reactivity, whereas I just see exclusive content. You pick one side, you get some quests. You pick the other side, you get their exclusive quests. That's all it is. This isn't some magic reactive implementation - this is just quest availability tied to a reputation trigger.

The world doesn't react to your choices - if you start murdering NCR dudes left and right, you don't get a different sort of treatment than if you start collaborating with the Legion. You just happen to gain a bonus to your Legion score if you work with them.

All that the game does is tie your killing to a faction score, each which is largely an indepedent axis with some occasional exlusive overlap. That's it. That's your "reactivity". The game doesn't react to what you to - it reacts to what faction score you have.

And of course the game recognizes if I opt to kill someone stealthily versus going in there with a sledgehammer. First of all, I won't have nearly as difficult of a fight on my hands. Secondly, you incur no faction penalties for stealth kills. Thirdly, pulling off the perfect stealth kill is pretty darn satisfying.


Yeah, exactly - faction penalty. That's your reaction. It's like morality points.

Once again, you're hung up on dialogue here. Dialogue is not the only form of interactivity in a video game nor is it the only way to provide feedback. It's fine if you don't like the game but to say it isn't reactive or interactive is just false.


I'm not hung up on dialogue. I'm "hung up" on interaction.

The world changing a faction score isn't interaction - people actually acknowledging your specific action as a real and living person, commenting on it and allowing you to respond to their comments, that's interaction. That gives you the chance to be a living, breathing person.

All that you have in New Vegas is the opportunity to be a killing automaton who happens to gain differential quests depending on what is currently being killed.

Grand_Commander13 wrote...
So you're saying you prefer to
watch a movie where you have meaningless dialogue with many people
rather than have the ability to affect the world much more than even
Dragon Age which, while being Bioware's best in the field, you admit is
lacking?


No, I'm saying I would rather see people react to what I do, by acknowledging my actions and commenting on them, and allowing me to comment back and explain my motives.

Whereas you want some meaningless faction score that has no impact other than trigger some targets to be hostile or not, which affects which quests you can do.

I'm curious: what exactly makes your idiosyncratic
preferences superior to others'?


What makes you think I think my preference is superior? It's just my preference. I dislike Fallout NV style reactivity. It's why I buy a Bioware game. So with the thread being what does New Vegas mean for DA2, I answered the question: hopefully nothing, or Bioware losses my business. That simple.

MerinTB wrote...
Wow.  Veronica is aweomse.  I don't know what
game you played.


Veronica is bugged. She has her sob story, you pick her dosage, and then she becomes a mindless killing automaton like all the other companions with nary a comment or opinion.

And the protagonist is what YOU
make him.  Mine is awesome - when people ask me (and many do) what kind
of character I'm playing or what I'm doing with my NV character, I say
simply "he's Danny Ocean."


I'm going to address this sort of external v. internal perspective on RP below.

MerinTB wrote...

And "you were a courier" is entirely a
set origin, you're right.  You can't possibly go from that and play as
if you had, I dunno, come from a Vault, come from out west, come from
the east, been part of a tribe... before being a courier.  That's all
set in stone -

oh, wait, again, the comparison fails. [smilie]../../../images/forum/emoticons/uncertain.png[/smilie]


Here we go. You know what you could be in Fallout 3 NV, the same way you could have been from a vault or tribe? A transgered ageless alien spy from Zarblox 245 spying on the human race for the purpose of preparing the invasion force. Once you have an accurate assement of their capabilities, you will report back to the fleet and wipe out all life on the planet, as it turns out human sweat glands are an awesome aphrodesiac for your species.

To me, the fact that a game can accomodate such an insane scenario means that it has absolutely no story, reactivity, or narrative force. It makes it have an unrelatable blank slate protagonist that can barely be considered a living being. To other people, this is just a brilliant feature. I get that. But appreciate we disagree, and appreciate why some of us would think Fallout New Vegas involves absolutely the worst features of any possible RPG.

#155
StingingVelvet

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Yes, you associate choice and consequence as new dialogue options, we get it. It's off-topic anyway.

#156
Bryy_Miller

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In Exile wrote...

Veronica is bugged. She has her sob story, you pick her dosage, and then she becomes a mindless killing automaton like all the other companions with nary a comment or opinion.


Veronica bugged me. Her personal quest made it seem like something that would change the game permanently from that point on - but it didn't. Shale actually brought something to the table.

However, New Vegas was the only thing I've liked Felicia Day in since the first few episodes of The Guild.

Yes, even Dr. Horrible. 

Modifié par Bryy_Miller, 14 novembre 2010 - 10:16 .


#157
AlanC9

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StingingVelvet wrote...

Yes, you associate choice and consequence as new dialogue options, we get it. It's off-topic anyway.


Is it OT? I thought the topic was what, if anything, Bio should learn from NV.

Modifié par AlanC9, 14 novembre 2010 - 10:26 .


#158
Grand_Commander13

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SnakeHelah wrote...

To me Fallout New Vegas was just the same Fallout 3 with new weapons and a new area and a new storyline. Which can be accomplished by mods these days. The Engine was still the same :D Nothing impressive to me, a game which I didn't replay.

How is it possible to play the game through and not realize the many striking differences it had from Fallout 3?

#159
upsettingshorts

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Yeah, um, discussing the relative merits of New Vegas is very much on topic. I don't need to have written the OP to see that its relevance is self-evident.

#160
Bryy_Miller

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It's as relevant as having a Witcher thread.

#161
upsettingshorts

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Bryy_Miller wrote...

It's as relevant as having a Witcher thread.


That's as may be, but as long as the mods have determined that the thread itself is relevant to DA:2... well, see my above post.

Modifié par Upsettingshorts, 14 novembre 2010 - 10:41 .


#162
StingingVelvet

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AlanC9 wrote...

StingingVelvet wrote...

Yes, you associate choice and consequence as new dialogue options, we get it. It's off-topic anyway.


Is it OT? I thought the topic was what, if anything, Bio should learn from NV.


No, the topic is that New Vegas added depth and complexity and was praised for it while Fable 3 and Gothic 4 were bashed for removing depth and complexity: what does this mean for DA2?  The topic is not about New Vegas versus DA2, open world RPGs versus linear ones or dialogue/cinematic consequences versus gameplay consequences.

#163
upsettingshorts

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StingingVelvet wrote...
No, the topic is that New Vegas added depth and complexity and was praised for it while Fable 3 and Gothic 4 were bashed for removing depth and complexity: what does this mean for DA2? 


The topic is needlessly precise and tries to make a point based on a premise that is open to dispute.  Therefore, disputing the premise - eg, discussing the merits of New Vegas - is very much on topic.  Unless your assertion is that premises established in the original post are not open to challenge. 

I mean, it could simply be argued that since Fallout 3 is not Dragon Age: Origins, the entire discussion is bordering on irrelevant.  Just because one direction worked in a sequel for a particular game doesn't mean that a similar approach will work, or ought to work, in a sequel for another game.  Hence Bryy's "it's about as relevant as a Witcher thread" comment.

If, however, we're operating under the assumption that there is something to be taken from New Vegas' changes from Fallout 3, than any and all features of Fallout 3 and Fallout New Vegas are open to discussion - even if to simply establish an argument that comparing them to Dragon Age is useless.

For example: By whose standard is New Vegas deeper than Fallout 3?  I played Fallout 3 relying on VATS quite a bit, VATS being something of an RPG mechanic in that it calculates success based on range and attributes and such.  In New Vegas, I played it almost exclusively as a pure shooter.  Is that a result of "streamlining" (lol shooters r dumb) or "adding depth" (sweet, my guns actually have iron sights now)? 

My interest in shooter mechanics and relative level of skill with shooters did not change from FO3 to FONV, so what does that change represent?

Modifié par Upsettingshorts, 14 novembre 2010 - 10:54 .


#164
KingDan97

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This is a moot comparison. New Vegas including optional choices for more hardcore RPG fans is not at all equivalent to the streamlining DA2 is doing. Fable 3 removed all premise of having any intricacies whatsoever. They removed features, things that were positively received in Fable 2. Hell, Fable 3 wasn't even an RPG anymore, it was just an adventure game.



You want to predict the responses to Bioware's changes? Look at Mass Effect, which made the game more approachable, not easier. DA2 will still be an RPG, DA2 will still have character development and DA2 will still allow you to play the game how you like and see significant changes in the world. Fable 3 stripped what little RPG was left in that withered franchise of broken promises and left you with a game that a monkey could beat by accident.



Fallout NV's addition of a new challenge through how you need to think while playing doesn't even begin to compare to DA2's methodology of making the game less cumbersome. If Dragon Age is removing roleplaying features then so is Obsidian's streamlining of companion control.

#165
Bryy_Miller

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StingingVelvet wrote...

AlanC9 wrote...

StingingVelvet wrote...

Yes, you associate choice and consequence as new dialogue options, we get it. It's off-topic anyway.


Is it OT? I thought the topic was what, if anything, Bio should learn from NV.


No, the topic is that New Vegas added depth and complexity and was praised for it while Fable 3 and Gothic 4 were bashed for removing depth and complexity: what does this mean for DA2?  The topic is not about New Vegas versus DA2, open world RPGs versus linear ones or dialogue/cinematic consequences versus gameplay consequences.


So, this is just a shadow topic in order to bash one game over another? Because that's what it sounds like you're saying.

#166
StingingVelvet

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Upsettingshorts wrote...

The topic is needlessly precise and tries to make a point based on a premise that is open to dispute.  Therefore, disputing the premise - eg, discussing the merits of New Vegas - is very much on topic.  Unless your assertion is that premises established in the original post are not open to challenge.


The debate with In_Exile is about very general "linear versus open world" RPG preferences.  That's off-topic.  I never said you shouldn't discuss New Vegas or the merits of its gameplay, I would just rather keep the thread away from "well I like this kind of game" and "well I like THIS kind of game" bickering.

#167
StingingVelvet

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Bryy_Miller wrote...

So, this is just a shadow topic in order to bash one game over another? Because that's what it sounds like you're saying.


That's as off-kilter as the responses to David Gaider earlier, kudos for reaching that far.

The topic is very clear, it is about reaction to complexity in the modern gaming market.  Reviewers and most users reacted favorably to New Vegas' added depth and complexity.  Reviewers and most users reacted negatively to Fable 3 and Gothic 4's removal of depth and complexity.  With DA2 said to be streamlined, what does this mean as far as reaction from the reviewers and the public to the game?

This is not about New Vegas versus DA2, which is a silly argument since they are so different, which I said myself earlier.  Nor is it about open world RPGs versus linear ones, as I just said above.

#168
AlanC9

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StingingVelvet wrote...


No, the topic is that New Vegas added depth and complexity and was praised for it while Fable 3 and Gothic 4 were bashed for removing depth and complexity: what does this mean for DA2?  The topic is not about New Vegas versus DA2, open world RPGs versus linear ones or dialogue/cinematic consequences versus gameplay consequences.


Even on those terms, In Exile's posts are on topic. He's plainly saying that NV didn't have depth and complexity.

Edit: haven't played it myself, so I don't have a dog in this fight.

Modifié par AlanC9, 14 novembre 2010 - 11:04 .


#169
Bryy_Miller

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StingingVelvet wrote...

Bryy_Miller wrote...

So, this is just a shadow topic in order to bash one game over another? Because that's what it sounds like you're saying.


That's as off-kilter as the responses to David Gaider earlier, kudos for reaching that far.

The topic is very clear, it is about reaction to complexity in the modern gaming market.  Reviewers and most users reacted favorably to New Vegas' added depth and complexity.  Reviewers and most users reacted negatively to Fable 3 and Gothic 4's removal of depth and complexity.  With DA2 said to be streamlined, what does this mean as far as reaction from the reviewers and the public to the game?


You're still not making it sound any less like this is a Bash DA2 thread. 

"Reviewers and most players don't like things that are not complex. DA2 is not complex. What could that possibly MEAN?"

#170
StingingVelvet

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AlanC9 wrote...

Even on those terms, In Exile's posts are on topic. He's plainly saying that NV didn't have depth and complexity.


It had added depth and complexity compared to Fallout 3, which is the whole point.

Modifié par StingingVelvet, 14 novembre 2010 - 11:02 .


#171
StingingVelvet

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Bryy_Miller wrote...

You're still not making it sound any less like this is a Bash DA2 thread. 

"Reviewers and most players don't like things that are not complex. DA2 is not complex. What could that possibly MEAN?"


Well I can tell you really want to see it that way, which you can choose to do, I can't stop you.

#172
upsettingshorts

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StingingVelvet wrote...
Well I can tell you really want to see it that way, which you can choose to do, I can't stop you.


And Victoria 2 was "streamlined" when compared to Victoria 1, and got better reviews for it. 

The lesson here is that some games need some changes, other games need other ones, and reviewers are going to vary based on which games are which.

Your insistence that Fable and Fallout represent some "trend" is specious.  It's not the same because Dragon Age: Origins is neither Fallout 3 nor Fable 2.  That simple, really.

#173
AlanC9

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StingingVelvet wrote...

AlanC9 wrote...

Even on those terms, In Exile's posts are on topic. He's plainly saying that NV didn't have depth and complexity.


It had added depth and complexity compared to Fallout 3, which is the whole point.


Which tells us..... what? Given the lack of depth and complexity in FO3, more than FO3 doesn't mean much.

Edit: are you ever gonna fix the typo in the thread title?

Modifié par AlanC9, 14 novembre 2010 - 11:10 .


#174
Xewaka

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David Gaider wrote...

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.


For some weird reason I love that you use that game as an example. More people should play it. It was a very well-done translation of D&D to the PC and it worked beautifully. It was not without its flaws, but the turn-based combat was very rewarding.
We need more turn-based games.

#175
In Exile

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StingingVelvet wrote...

It had added depth and complexity compared to Fallout 3, which is the whole point. And In_Exile is only adressing choice and consequence, not the other
factors.


Why should I? I happen to agree with you, insofar as I think some features of NV are better than Fallout 3. The mechanism in New Vegas is superior, from a number crunching standpoint, to Fallout 3. The game is less broken as an RPG, especially since they removed those outrageous bobbleheads. The skill system and S.P.E.C.I.A.L. framework is awesome, but that goes right back to the implementation from Fallout 1 that Black Isle created.

But let's look at your OP:

New Vegas added a lot of complexity and roleplaying back into the
Fallout 3 paradigm
The factions make decisions matter, as pleasing
often means losing gameplay oppotunities with the other.  You can
actually fail quests, for instance.


I think I've harped quite a lot on whether or not New Vegas had meaningful roleplaying opportunities (I think it didn't) and whether the faction decisions matter (I think they're largely superficial).

The hardcore mode adds roleplaying elements like eating, drinking and
sleeping, plus companion permanent death.  The stat and perk systems
were redesigned to keep a player from being a master of everything.


Now this isn't something I addressed directly, but I certainly can. I don't think these are the world elements RP is about. To me, RP is about character interaction. Needing to keep track of eating and sleeping doesn't create richer RP. It certainly creates a sense of realism, but that's not the same thing at all. So insofar as any of this, I don't think DA2 should implement an armour upkeep system where we have to repair our used weapons, or have our magic runes wear down, or anything of the sort. All of these features might be realistic, but they're realistic only insofar as they are the sort of chores you have to put up with in real life.

You raised the question of what all of this means for Dragon Age 2. My answer is: largely nothing. The audience is different. We're looking for different things from the game. Some of the central things in Fallout 3 NV, which Oblivion spent quite a lot of time tweaking to get right, are to me absolutely terrible features. I wouldn't want them in this game.

ETA:

One more point. Fallout 3 sold 4.7 million copies. Right now, New Vegas sold 2.0 million (that was in the first page or so, yes?). That means it caught half the audience of the original so far. Does that make it a success or failure?

Modifié par In Exile, 14 novembre 2010 - 11:15 .