Josef bugman3 wrote...
Also, it is very brave and foolhardy of you to actually bother turning up in the community like this.
Every so often someone sends me a PM thanking me for taking the time or makes note of something I've said in another post that helps the overall clarity. Absolutely makes it worthwhile.
In general, I take anything hostile as more of a general frustration/malaise that's being directed at me simply because I have a face and a name. And becuase Epler and Hanlon are adorable, and thus immune.
To generalize (again), the two main complaints I see about DA II are either "we don't know enough!" or "This isn't the game I was hoping you would make!" As to the first, we will continue to rectify that situation, especially in February. As to the latter, while I understand the desire to see a more hardcore, more realistic, more-fiddly-stats experience, that's not the game we are making. We could have. Trust me, my systems guys were more than up to the task, but there comes a point where, in my opinion, some complexity is just there for complexity's sake.
As I've noted before, the general principle behind DA II was to take the Origins experience and achieve three goals:
1) Make combat responsive.
No more shuffling into position or sitting around waiting for your character to follow up after a shield bash.
2) Bring the classes into parity.
In a world where mages can lob balls of exploding fire using only their will, it was dischordant to have warriors and rogues who moved slowly and carefully. We could have absolutely addressed this by changing mages to make them more realistic, but we chose to instead give Warriors and Rogues more personality, since it added more visual flair to the game, and created a stronger identity for each class.
3) Smooth out unnecessarily convoluted mechanics, and create an experience that was less daunting for people new to Dragon Age, or new to RPGs in general.
If there's one thing I firmly believe, it's that there are a LOT more people able and ready to play fantasy RPGs than realize it, and I have always believed that opening a game with a big wall of stats is the wrong way to make a game feel welcoming.
I liken it to the time I sat down with my inlaws to learn how to play bridge. They didn't teach me how to play, or the rules, they started with "how you should evaluate your hand so you can bid." That didn't work for me at all, as it gave me a confusing rule structure with no context. I was supposed to place a bid on how well my hand would do at a game I did not know how to play. That stuck with me, and so one of the things we set out to do was create a more engaging opening; hence the exaggerated portion of Varric's story in which your goals are, quite simply, to kill things.
But like Varric's story, there's more going on than just mauling through darkspawn. Stats are still there. Talent and spell trees are still there. Enchantment?
Enchantment! Crafting is no longer about fiddly stacks of elfroot and is more about exploration and discovery. Character progression (talents) is no longer proscribed in terms of order, you have significantly more control over your character's development than you did before. Tactics are still there, and, get this, you don't have to spend points to unlock them; they just do as you gain levels*. Oh, and you'll be hearing more about this shortly, but spell combos have been replaced by a system that's far more robust and includes all three classes.
Overall, I'm very pleased with how DA II has come together. There will always be people who take a demented glee in informing the world that it's horrible, or that it will be, or that the marketing is horrible or any number of complaints, but at the end of the day, I participated in a product I'm proud to have my name on, and that's what, to me, really matters.