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Destructoid DA2 article and why bioware doesn't get it


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#276
Dorian the Monk of Sune

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JJDrakken wrote...


So would you rather them have like 10% of the hitpoints they do now, but make them extremely hard to hit & have damage reduction spells on top of them?

JJ



I find that it can add realism, intensity, and strategy to a
battle which makes it more exciting and fun. It has to be done right though,
but that’s true with anything. Still it’s a better model to work with. 

#277
AbsolutGrndZer0

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Kileyan wrote...

JrayM16 wrote...

You know, a lot of people say that the stats aren't that complicated, but let me tell you this. I had a friend who bought Origins and stopped after about 10-15 minutes cause he just didn't wanna deal with the stats. ANd he was a pretty hardcore gamer. Loves games, play them all the time.

There is some credence to Bioware's claims.


True, but how far do you lower the bar to attact that friend?

My friend abandoned pc's 10 years ago, he only has a cheap laptop to do keep up with facebook and download free music and movies via illegal ways.

He hates any game that lasts more than 15 hours, any game that has level up choices or more than one activated skill. He played the entire game of Mass Effect 1 as a biotic but wouldn't use the skills because he thought they should be auto used. The only reason he upgraded him armor and weapons via inventory is i did it for him. I kid you not, he played the entire game with a pistol, and complained the game was stupid, too hard and too long.

He is a hardcore gamer, he is exceptionally good at platformers, and shooters. That doesn't mean every game should be made to attact him.

Do we really want games to be designed to attact that sort of player? Seriously, I don't want to play a game that is designed to attract someone who, within 15 minutes was overwhelmed by spending 3 stat points and one talent point.

C'mon, think hard about what that game would be, if it was designed to essentially attact someone who has zero interest in rpgs?

Why design a game like that, I could ask where is my base bulding, resource gathering and army units building. I want Dragon Ages the real time strategy game! I only half kid, I think that or even an ME spin off into another genre would be kind of cool :)


Great post, I agree completely.  I know it's daunting when Bioware sees that people didn't finish DAO, but you do have to look at WHY.  If it's like your friend here, then nothing they do short of making a non-RPG is going to attract your friend.

#278
moilami

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AbsolutGrndZer0 wrote...

Kileyan wrote...

JrayM16 wrote...

You know, a lot of people say that the stats aren't that complicated, but let me tell you this. I had a friend who bought Origins and stopped after about 10-15 minutes cause he just didn't wanna deal with the stats. ANd he was a pretty hardcore gamer. Loves games, play them all the time.

There is some credence to Bioware's claims.


True, but how far do you lower the bar to attact that friend?

My friend abandoned pc's 10 years ago, he only has a cheap laptop to do keep up with facebook and download free music and movies via illegal ways.

He hates any game that lasts more than 15 hours, any game that has level up choices or more than one activated skill. He played the entire game of Mass Effect 1 as a biotic but wouldn't use the skills because he thought they should be auto used. The only reason he upgraded him armor and weapons via inventory is i did it for him. I kid you not, he played the entire game with a pistol, and complained the game was stupid, too hard and too long.

He is a hardcore gamer, he is exceptionally good at platformers, and shooters. That doesn't mean every game should be made to attact him.

Do we really want games to be designed to attact that sort of player? Seriously, I don't want to play a game that is designed to attract someone who, within 15 minutes was overwhelmed by spending 3 stat points and one talent point.

C'mon, think hard about what that game would be, if it was designed to essentially attact someone who has zero interest in rpgs?

Why design a game like that, I could ask where is my base bulding, resource gathering and army units building. I want Dragon Ages the real time strategy game! I only half kid, I think that or even an ME spin off into another genre would be kind of cool :)


Great post, I agree completely.  I know it's daunting when Bioware sees that people didn't finish DAO, but you do have to look at WHY.  If it's like your friend here, then nothing they do short of making a non-RPG is going to attract your friend.


Stuff has been fixed in DA2. The avatar being this:

Posted Image

#279
AlanC9

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Riloux wrote...

I don't like using the word troll, but I suspect you are confused. I don't think you like RPGs at all. RPGs are about tactical long-winded combat, not mindless button mashing resulting in one shots. You say you like FPS games; I think you should stick to those.


What if he likes everythign about RPGs but RPG combat? Still leaves him with ME2, I guess.

#280
AlanC9

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Dorian the Monk of Sune wrote...
False. Fun we cant debate. I had much more fun in BG but thats me. There was so much removed from the Infinity Engine.

Day and Night cycles, ability to steal from and kill civies
(don’t tell me about pick pocketing), 6 person parties, ability to bash chest,
death of party members, encumbrance, individual inventories. Ability to skirmish without enemy health replinshing and it didnt have level scaling so that Winter Wolf you fought at 2nd level was a different experiance at 5th. 


Yep, and a lot of these are things that I thought ought to be removed.

Day/night cycles ruin pacing. The Tower of Ishal wouldn't have made any sense with day/night cycles unless the cycles were so long that they didn't matter. Chateau irenicus didn't make any sense.

Stealing and killing civvies is pretty much useless for RP since the game can't respond properly to such actions. The IE Reputation mechanic is feeble and easily spoofed.

Death of party members is only tolerable in a setting that allows for resurrection, which breaks too many things about the world unless you're willing to go all the way to an OOTS world where everyone knows that resurrection is common and takes that into account.

Skirmishing without enemy health replenishing is a kind of AI exploit, isn't it? I suppose there are enemies who can't do anything about this sort of tactic even if they understood it, though.

I wouldn't mind seeing encumbrance and individual inventories back, though since I don't like inventory-based gameplay in the first place this probably wouldn't be worth the zots with the amount of items I'd want in the game.

As for no level scaling -- that really wouldn't work well with DAO's structure. And stuff in BG2 was often scaled, though somewhat less obviously than in DAO.

#281
Sylvius the Mad

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AlanC9 wrote...

Death of party members is only tolerable in a setting that allows for resurrection, which breaks too many things about the world unless you're willing to go all the way to an OOTS world where everyone knows that resurrection is common and takes that into account.

I agree with a lot of what you said here, but I disagree with this bit.  As an exxample I'd offer The Dark Heart of Uukrul, a CRPG from 1991 or so (I just looked it up - 1989), wherein party members could die, and resurrection magic was unreliable, so the game required that you replace dead party members with new ones.  And there was an infinite supply of adventurers you could hire when necessary.

Party member death can work (I also see no reason to limit it jus to companions - I'd like to see the party contrinue on after the death of the PC, but that would require they let non-PC party members act as spokesman, which they don't seem to want to do despite me asking for it in every single game).

As for no level scaling -- that really wouldn't work well with DAO's structure. And stuff in BG2 was often scaled, though somewhat less obviously than in DAO.

And while this is true, I would suggest that this structure itself is part of the problem.

Did BG scale?  BG2 did, but what about BG.  BG's open-roaming is more the sort of design that would permit unscaled enemies.

#282
termokanden

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AlanC9 wrote...

Dorian the Monk of Sune wrote...
False. Fun we cant debate. I had much more fun in BG but thats me. There was so much removed from the Infinity Engine.

Day and Night cycles, ability to steal from and kill civies
(don’t tell me about pick pocketing), 6 person parties, ability to bash chest,
death of party members, encumbrance, individual inventories. Ability to skirmish without enemy health replinshing and it didnt have level scaling so that Winter Wolf you fought at 2nd level was a different experiance at 5th. 


Yep, and a lot of these are things that I thought ought to be removed.

Day/night cycles ruin pacing.

Not in general. They don't fit well into every game, but there are certainly games where it only adds to the fun and variation. I like day/night cycles in open-world games.

But Dragon Age isn't an open-world game, and like you say certain maps are meant to be played at a certain time. 

Skirmishing without enemy health replenishing is a kind of AI exploit, isn't it? I suppose there are enemies who can't do anything about this sort of tactic even if they understood it, though.


Baldur's Gate was exploitable in the extreme, no doubt about that.

I wouldn't mind seeing encumbrance and individual inventories back, though since I don't like inventory-based gameplay in the first place this probably wouldn't be worth the zots with the amount of items I'd want in the game.


Encumbrance and individual inventories? If it's anything like the Fallout 3 and NV systems NO THANKS! That almost single-handedly ruined thosed games for me :)

#283
Sylvius the Mad

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termokanden wrote...

Encumbrance and individual inventories? If it's anything like the Fallout 3 and NV systems NO THANKS! That almost single-handedly ruined thosed games for me :)

I think the NWN inventory is the best one I've seen in a CRPG, and in a party-based game I think we should have to outfit each character separately to avoid the nonsensical situations where you have one health potion and you can choose to let either of two characters who are nowhere near each other drink it, even though there's no credible way to pass it between them.

#284
the_one_54321

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NWN inventory was fairly awesome. Best probably of any game I've played that had an inventory.

#285
Rawgrim

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Sylvius the Mad wrote...

termokanden wrote...

Encumbrance and individual inventories? If it's anything like the Fallout 3 and NV systems NO THANKS! That almost single-handedly ruined thosed games for me :)

I think the NWN inventory is the best one I've seen in a CRPG, and in a party-based game I think we should have to outfit each character separately to avoid the nonsensical situations where you have one health potion and you can choose to let either of two characters who are nowhere near each other drink it, even though there's no credible way to pass it between them.


Check out the inventory of Might and Magic 6-8, if you like the nwn inventory. Its even better.

#286
PhrosniteAgainROFL

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If you think that you "get it" then go make a game and see what happens then.

#287
Hexadecimal

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I understand the people getting intimidated by the stat system, I sure did, but I suffered through and ended up mucking up most of my builds. (fail mage, fail tank, fail rogue) But I still had fun and played through again later,and kicked butt.

Same with mass effect, I didn't know what I was doing at first so I played a soldier and just shot stuff. By the end of it I knew how the whole thing worked so I replayed as a biotic.

My point being, if you start a long extensive story driven type RPG, you should expect to mess it up and get intimidated. At least, I think so.

Modifié par Hexadecimal, 03 mars 2011 - 07:23 .


#288
Sylvius the Mad

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Rawgrim wrote...

Check out the inventory of Might and Magic 6-8, if you like the nwn inventory. Its even better.

I'd also like to point out the well-implemented pack animals in Dungeon Siege.  Like NWN, DS used a grid inventory system (which I very much like), but there were also pack animals.

A shared inventory can work as long as there's encumbrance (Wizardry 8 did this well), but ideally I'd like individual inventories with encumbrance (like NWN) plus explicit pack animals for surplus equipment.

#289
Sylvius the Mad

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Hexadecimal wrote...

I understand the people getting intimidated by the stat system, I sure did, but I suffered through and ended up mucking up most of my builds. (fail mage, fail tank, fail rogue)

That can also be a fun thing to do.  My favourite DAO character was a Rogue who didn't learn any combat skills, and even carried a shield (thus preventing him from using any weapon talents).  He was terrific.  He thought he was smart, and he was, though not in any practical way, so I put all of his stat points in Cunning but he didn't learn Lethality so Cunning had zero combat benefit.

It remains to be seen whether DA2 will let me do that sort of thing. I'm confident the voiced lines wouldn't suit him at all.

#290
LdyShayna

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Sylvius the Mad wrote...
I think the NWN inventory is the best one I've seen in a CRPG, and in a party-based game I think we should have to outfit each character separately to avoid the nonsensical situations where you have one health potion and you can choose to let either of two characters who are nowhere near each other drink it, even though there's no credible way to pass it between them.


PC:  That looks like a nasty hit to the spleen!!  Here! Go long!  Go long!

*whoosh*

*crash*

*tinkle tinkle*

PC:  Well.  Crud.

#291
the_one_54321

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Final Fantasy The Four Heroes of Lite actually has individual character inventories. And they are very limited. It makes managing the whole inventory system thing a challenge unto itself.

#292
AkiKishi

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the_one_54321 wrote...

Final Fantasy The Four Heroes of Lite actually has individual character inventories. And they are very limited. It makes managing the whole inventory system thing a challenge unto itself.


I could never understand that game. On the one hand it looks like it should be an entry level RPG and on the other it's the hardest FF game released in years.

#293
the_one_54321

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BobSmith101 wrote...

the_one_54321 wrote...
Final Fantasy The Four Heroes of Lite actually has individual character inventories. And they are very limited. It makes managing the whole inventory system thing a challenge unto itself.

I could never understand that game. On the one hand it looks like it should be an entry level RPG and on the other it's the hardest FF game released in years.

I'm still trying to reconcile my own opinion of it. I haven't finished the game yet.

#294
Mordaedil

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I find it hard to play DS games. They feel like they are in their own dimension. I can't play it like I could GBA and it's not as powerful or neat as a console at home, so it ends up collecting dust. I have yet to beat any game I own for the DS, actually. Curious.

#295
AkiKishi

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the_one_54321 wrote...

BobSmith101 wrote...

the_one_54321 wrote...
Final Fantasy The Four Heroes of Lite actually has individual character inventories. And they are very limited. It makes managing the whole inventory system thing a challenge unto itself.

I could never understand that game. On the one hand it looks like it should be an entry level RPG and on the other it's the hardest FF game released in years.

I'm still trying to reconcile my own opinion of it. I haven't finished the game yet.


When I saw how cutesy it was I bought it for the kids. I really don't like the way they split your party up. But I really did enjoy the job system a lot. Not as much as FFV though.

Needless to say , it went way over the kids heads and I ended up playing it.

Mordaedil wrote...

I find it hard to play DS games. They feel like they are in their own dimension. I can't play it like I could GBA and it's not as powerful or neat as a console at home, so it ends up collecting dust. I have yet to beat any game I own for the DS, actually. Curious.


I miss the old GBA/GC extra. Playing GBA games on a full screen was a bit ugly,but still preferable for me.
PSP has some great Tactics RPGs like FF and Ogre and the new version of Valkyria Chronicles. But I'm with you on the small screen thing, especially if you play them at home.

Modifié par BobSmith101, 03 mars 2011 - 07:49 .


#296
AlanC9

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Sylvius the Mad wrote...

I agree with a lot of what you said here, but I disagree with this bit.  As an exxample I'd offer The Dark Heart of Uukrul, a CRPG from 1991 or so (I just looked it up - 1989), wherein party members could die, and resurrection magic was unreliable, so the game required that you replace dead party members with new ones.  And there was an infinite supply of adventurers you could hire when necessary.

Party member death can work (I also see no reason to limit it jus to companions - I'd like to see the party contrinue on after the death of the PC, but that would require they let non-PC party members act as spokesman, which they don't seem to want to do despite me asking for it in every single game).


Never played that one. 

For this to work with Bio's companion-intensive style, you'd have to have a relatively large number or companions and maybe a less lethal combat system than DAOs. And I'm not certain most players wouldn't treat any companion death as a fail state anyway.

My first BG2 playthrough had Haer'Dalis get chunked in the Sahuagin city, so I had to play through with 5 party members all the way to chapter 6. But IIRC I only accepted the result rather than reloading because the HaerDalis - Aerie plotline had concluded, so his death felt... dramatically appropriate?

IIRC BG did not scale, but I've never really tried to verify this. It didn't really need to, since there really wan't a very large level range for when a party would hit any of the critical path encounters. It's an advantage of only having 7 or so levels in the whole game, I think.

#297
AlanC9

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termokanden wrote...

Not in general. They don't fit well into every game, but there are certainly games where it only adds to the fun and variation. I like day/night cycles in open-world games.


Oh, sure. I'm only thinking of Bio-like games.

Though come to think of it, are they doing day/night cycles in ToR?

#298
Vaeliorin

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Maria Caliban wrote...

Vaeliorin wrote...
Yes. But I'm also saying that a lot of the mechanics that people want to get rid of also work, and it bothers me that people want to get rid of them.

Of course, I also see people campaigning to keep or enlarge on systems that don't work at all, which I don't really get.

The problem is that whether a system 'works' depends on how you feel about it and if it meets your goals.

You said wound penalties create a cycle of death. How is that a bad thing if you have a game where there are non-combat solutions and combat itself is meant to be deadly?

That's not broken. It works exactly as it's meant to. There's also little in-combat healing and no reloading an old save in World of Darkness. When my character gets three feet of steel shoved into her gut, my thought is not "-10hp, 320hp left" but "Oh sh*t! I need to get out of here!"

Now, that's probably not what BioWare wants its gamers to experience. I can deal with that, though I think it's unfortunate. It's a perfectly fine mechanic, however, and you rarely see people who say they love RPG mechanics and hate how unrealistic and anime DA II appears to be ask for.

Yeah, okay. I should have qualified that a wound penalty system doesn't work in a heroic game (such as 99% of cRPGs I've ever encountered). It works fine if you're looking for something a bit more realistic, however.  Unfortunately, I've spent way too much of my time playing heroic games (getting my gaming group to play anything other than 2E or 3.X D&D is nigh impossible...) and I tend to forget that running away is actually an option. :whistle:

Yrkoon wrote...

Vaeliorin wrote...
Regardless, dice rolling is a poor means of determining stats (and HP) because it causes serious imbalances between characters, making encounter balance difficult to impossible, and makes players who rolled poorly unhappy when their characters can't compete with those who rolled very well.

Hmm... I'd have to think on that some more, but at first thought, I'm not sure I agree. What makes dice rolling so perfect for Role Playing (at least in games like D&D) is that it represents fate or chance or "act of god" or whatever you want to call it. And Good Stories, Unique stories are made from that.

Let me explain. In traditional, Pen & Paper you didn't sit down and say: "ok, I'm gonna roll myself a Strength-based Barbarian!". No, what you did is you rolled the dice for all your stats, and then when you were done, those stats would determine what class your character can be. So, for example if you rolled up a character with 6 strength, 10 dexterity and 18 Intelligence, you are not going to be a fighter, or a rogue or even a monk. You're gonna be a mage. A bookworm type. Now I don't know about you, but letting the fates decide what my character is... and then me doing my best to role play that character, and striving to make him an overachiever and a hero is what I loved most about the entire system.

I'm familiar with DM's who did it like that, having played PnP for close to two decades now. I hated it, particularly since there are classes I don't enjoy playing (for example, I have never and will never play a pure wizard in a D&D-based game). Instead of playing the character I wanted to play, I was forced to play a character that matched the stats I rolled. I'm sorry, but there's no way I'm ever going to enjoy playing a character with an intelligence of 4 and a constitution of 7. I did once play a character with a wisdom of 3, which was fun...until the character got himself killed from doing something that someone with a wisdom of 10 probably wouldn't have.

I'm not saying it's a bad way to play, I'm just saying it's not a way that I enjoy.

A point buy system kinda takes some of that away. With point buy, your characters can now be just like thousands of other player characters, all starting off the same, with exactly the same number of HPs, and all having maxed out their primary stat to 18 so that their character does exactly the same damage as everyone else's. So what you end up with is a " everything is fair" factory designed to mass produce generic, cookie cutter Characters. Gone completely is that wonderful element of chance.

And that's not the spirit of classic Role Playing. It's something else. It's what happens when Role Playing meets computers.

I would argue that it's in the spirit of those who enjoy the game part as much as the role-playing part.

Modifié par Vaeliorin, 03 mars 2011 - 08:07 .


#299
moilami

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Sylvius the Mad wrote...

termokanden wrote...

Encumbrance and individual inventories? If it's anything like the Fallout 3 and NV systems NO THANKS! That almost single-handedly ruined thosed games for me :)

I think the NWN inventory is the best one I've seen in a CRPG, and in a party-based game I think we should have to outfit each character separately to avoid the nonsensical situations where you have one health potion and you can choose to let either of two characters who are nowhere near each other drink it, even though there's no credible way to pass it between them.


NWN inventory and encumbrance was very good.

It adds plenty of immersion to roll a kobold sorc and be weak by race and class stereotyphes.

#300
Sylvius the Mad

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AlanC9 wrote...

For this to work with Bio's companion-intensive style, you'd have to have a relatively large number or companions and maybe a less lethal combat system than DAOs. And I'm not certain most players wouldn't treat any companion death as a fail state anyway.

In Uukrul, even a full party wipe wasn't a game over event.  Eventually some scavenger would haul a corpse back to a temple and one of you would get resurrected.  And that one party member would then get to hire a brand new group.

There were very few ways to lose in the game, but winning could be a very long process.

IIRC BG did not scale, but I've never really tried to verify this. It didn't really need to, since there really wan't a very large level range for when a party would hit any of the critical path encounters. It's an advantage of only having 7 or so levels in the whole game, I think.

This is one of the reasons I think a shallower power curve makes for a better game.  It solves all manner of design problems.

I'd like to see a game like DAO where through the whole game (a game just as big as DAO is) the party advances only to level 10.  That would be a fun game.

Vaeliorin wrote...

Yeah, okay. I should have qualified that a wound penalty system doesn't work in a heroic game (such as 99% of cRPGs I've ever encountered). It works fine if you're looking for something a bit more realistic, however.  Unfortunately, I've spent way too much of my time playing heroic games (getting my gaming group to play anything other than 2E or 3.X D&D is nigh impossible...) and I tend to forget that running away is actually an option. :whistle:

Since when do people not run away in D&D games?