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Destructoid DA2 article and why bioware doesn't get it


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#201
Rawgrim

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moilami wrote...

Blackened25 wrote...

moilami wrote...

Rolemaster was my game. I like combat being something else than "lol orc lost half of his hp when me critted".


Rolemaster is great, I always loved "death by crit" systems like this. Character creation time is the one thing that holds people back from trying this game I find, But it's so worth every minute you spend.


Yeah, but I loved also the Fumble system. Things backfiring seriously lol.


Rolemaster was great fun. It had a book called 10 million ways to die. Stuffed with nasty tables for critical hits and fumbles. We still use that book, when playing d&d actually. We felt we had to implement it. A friend of mine almost got killed by a goat in the last game. Goat scored a critical hit and tore up an artery in his thigh. Great fun. I miss games where critical hits and such can actually have long term consequences.

#202
Graunt

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Darth Executor wrote...
As soon as the exaggerated intro tutorial was over my face splattered all over the cold asphalt of reality. Dark spawn were, in fact, as tedious and boring to kill as in origins. The more EXCITING animations were just a gimmick that quickly wore off. Bioware has not, based on the demo, learned its lesson at all. HP bloated enemies that are a pain to kill are still there. Review tales of woe regarding repetitive caves just bring back horrible nightmares of the ruined temple or the deep roads or ostagar.

As the underlying issues with the system have not changed merely by adding EXCITEMENT and AWESOME to the visuals, I suspect the kind of person who is unwilling to put up with the tedium will not suddenly change with DA as well. The Bioware dev team's insistance that some of the players are somehow too stupid to comprehend DA's fairly simple stat system (or worse, accidentally changes difficulty levels or friendly fire toggles) is not just supremely condescending but outright wrong. So there it is, some concrete feedback from a player who has abandoned DA within an hour or two a lot more often than he has bothered to stick to it. I never finished it and I wonder if I will ever bother to. I certainly won't even buy DA2 barring a sudden 180 on design policy and either the reduction of pointless filler combat or the reduction of enemy (and player, to keep it fair) HP bloat so they end quickly and brutally.


LOL -- I've been harping repeatedly on how nothing has changed (other than speed) despite the fact that the combat animations are around four times as fast, yet most of the detractors just can't seem to grasp that they are playing exactly the same game.  

I personally welcome this change as I found combat in Origins completely devoid of "fun" after about the first hour.  At least now the chore will be over with faster, and it won't be quite as boring to watch, even if it's ultra exaggerated.  And please, lets not start talking about tactics, or understanding game mechanics etc, the combat was ultra basic and a means to an end.  And that's a pretty bad place to be when that's the only "gameplay" that there was to the game other than running around looking at brown and grey walls and picking from 1,2,3,4,5,6,.

I had more fun with picking skills than actually using them.

Modifié par Graunt, 03 mars 2011 - 08:21 .


#203
Veracruz

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I like the demo of DA 2 but after playing it many times, and not as much as some other people here, the intro system doesn't seem to be designed with replayability in mind.

I start a new game, get the intro, play the legen... wait for it... dary part, little bit more of intro and then get to create my character and start the "true" game. Seems fine, right? By itself it is the firts time. Even the first times too. But hell, once you have done it a few times, it gets annoying to have to do that battle that gives you nothing. If it's skippable I haven't discovered how and I have to control a battle in which I gain no experience, no items and I just waste time in some kind of "interactive battle cinematic" that doesn't even affect the story. And all that just to then being able to, finally, create my own character.

Someone could argue that it's only a few minutes at best but I would prefer those minutes actually playing the "real" game.

I didn't have any issue with stats and skills in DAO. Yeah, I had to read them a few times just to make sure I wasn't missing anything important but I would say that the system was quite straightfoward. The Origins were awesome but the Wilds and the Ostagar tower weren't amazing. A too long intro with not really many choices, that takes away the desire to "roll a new character" (I did take more than 6 characters beyond Ostagar though).
The problem with starting levels in RPGs are the characters rollaly suck and their options are limited due to "newbie tutorial" complex. New characters barely have any skill to use which makes them boring (or not so fun) until they game SOME levels, they are on rails at the beginning, etc.

I would put the tutorial as some playable mod that autostarts the main game once you complete it and then the actual game, for those who prefer to ignore the "boring bits".

There is not much grinding in western RPGs, usually. They are not classic Final Fantasy with "random encounter each X steps" and "You need a bazillion gils to buy the next sword" and "You need 4 levels more to be able to scratch the next boss". That's why usually it sucks when you finally reach the last level of your class just in time to finish the game and you are not able to really enjoy all that power that you got except in that last battle.

Modifié par Veracruz, 03 mars 2011 - 08:28 .


#204
Blackened25

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Rawgrim wrote...

moilami wrote...

Blackened25 wrote...

moilami wrote...

Rolemaster was my game. I like combat being something else than "lol orc lost half of his hp when me critted".


Rolemaster is great, I always loved "death by crit" systems like this. Character creation time is the one thing that holds people back from trying this game I find, But it's so worth every minute you spend.


Yeah, but I loved also the Fumble system. Things backfiring seriously lol.


Rolemaster was great fun. It had a book called 10 million ways to die. Stuffed with nasty tables for critical hits and fumbles. We still use that book, when playing d&d actually. We felt we had to implement it. A friend of mine almost got killed by a goat in the last game. Goat scored a critical hit and tore up an artery in his thigh. Great fun. I miss games where critical hits and such can actually have long term consequences.

I'll remember one specific crit forever. We were fighting giant eels I believe, and the party rogue struck it, and rolled pretty good. The next thing the GM said was "ok, you hit it in it's anal fin. + extra damage, and bleeds". I don't really remember the rest, that it had a specific category for anal fin on that creature type just totally blew my mind. I was young, and easily amused i suppose lol

#205
hangmans tree

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Lumikki wrote...

hangmans tree wrote...

Holy crap, I agree.
Never thought this would happen... :)

Yeah, it's little sad how in some genre like example mmorpgs, the statical item gameplay has become all what it is. Hardly at all story and role-playing left. It's all level up to collect and upgrade better items and allmost nothing else. For social part in these mmorpgs has become, talk about RL BS with others or how to get better items or braging what you self have, that is the social aspect of mmorpgs.

Yes. Exactly.
I dont need innumerable loot and crap loot - its a broken system when you have to drag all that to make money. Or to tediously kill waves of mobs...well, just because. Its. Epic. Repetetive combat kills the fun.
Less, or shorter, fighting but more varied and more demanding...and not tactical by kiting or the sacred trio builds.

I really hope that TW2 (as much as I fear it will flop) will go for the throne and the crown. We need that to happen. If CDP will match and hopefully surpass Bioware legendary status maybe we will see the dawn of a new era. Coz I got a feeling the genre and the schematic game design is getting old really fast. Some new concepts are needed. That might come after TW2, Deus Ex and Skyrim. Maybe devs will change the casual design approach for something more demanding and innovative, striving to be more art than lowest common denominator.

But thats just me.

#206
Icinix

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I read this and went..

YES! Now I'm even more excited...although..it kind of cancels out the excitement killer those gum chewing bozos the other day inflicted upon me...so I'm back to being where I was prior. Which was excited.

#207
Rawgrim

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Blackened25 wrote...

Rawgrim wrote...

moilami wrote...

Blackened25 wrote...

moilami wrote...

Rolemaster was my game. I like combat being something else than "lol orc lost half of his hp when me critted".


Rolemaster is great, I always loved "death by crit" systems like this. Character creation time is the one thing that holds people back from trying this game I find, But it's so worth every minute you spend.


I got a nasty crit once. We had just finished a battle.Killing off a thievesguild. My dwarven character decided to use the outhouse, after the fight, to relieve some pressure. Turned out a halfling rogue had hidden "bellow me", as it were. Nasty little bugger fired his crossbow straight up. Critical hit. fire arrow. I am sure you get the picture.

Yeah, but I loved also the Fumble system. Things backfiring seriously lol.


Rolemaster was great fun. It had a book called 10 million ways to die. Stuffed with nasty tables for critical hits and fumbles. We still use that book, when playing d&d actually. We felt we had to implement it. A friend of mine almost got killed by a goat in the last game. Goat scored a critical hit and tore up an artery in his thigh. Great fun. I miss games where critical hits and such can actually have long term consequences.

I'll remember one specific crit forever. We were fighting giant eels I believe, and the party rogue struck it, and rolled pretty good. The next thing the GM said was "ok, you hit it in it's anal fin. + extra damage, and bleeds". I don't really remember the rest, that it had a specific category for anal fin on that creature type just totally blew my mind. I was young, and easily amused i suppose lol



#208
Graunt

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Veracruz wrote...

I like the demo of DA 2 but after playing it many times, and not as much as some other people here, the intro system doesn't seem to be designed with replayability in mind.

Someone could argue that it's only a few minutes at best but I would prefer those minutes actually playing the "real" game.


Did you happen to play Mass Effect 2?  It had a much longer and obnoxious "intro" that was way too long, and I dreaded having to go through it any time I wanted to try out something new.  The events in the DA2 are like a sneeze in comparison.

#209
Aidunno

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Lockkaliber wrote...

I guess it didn't strike any of you hardcore bioware-fans that some people actually like RPG mechanics in their RPG's, not because of tradition, but you know, because we enjoy the genre. It would be a shame to see the core parts of the genre swept away only because Bioware thinks it makes some players drop the game.


Didn't read all the replies but this struck me.. I've been playing Pen and paper RPG's since D&D (note, not AD&D), moving on through Runequest (I want to play a duck in DAO !), Traveller, Boot Hill, Rolemaster, Paranoia, Lace and Steel and GURPS to name just a few. Why change the system ? Things should and need to evolve. You say "core parts" and I appreciate this. However "core parts" for one person may not be someone else's idea of a "core part". In D&D you picked up 100's of dropped swords and carried them around... If you did that in runequest you couldn't move. A sensible, realistic change but carrying around lots of equipment was something a lot of people considered a "core part".

I really see where you are coming from but still think changes are not necessarily bad even if they break certain people's impressions of the fundamentals of RPG's.

#210
moilami

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Graunt wrote...

Veracruz wrote...

I like the demo of DA 2 but after playing it many times, and not as much as some other people here, the intro system doesn't seem to be designed with replayability in mind.

Someone could argue that it's only a few minutes at best but I would prefer those minutes actually playing the "real" game.


Did you happen to play Mass Effect 2?  It had a much longer and obnoxious "intro" that was way too long, and I dreaded having to go through it any time I wanted to try out something new.  The events in the DA2 are like a sneeze in comparison.


I enjoyed very much of the Witcher intro cinematics. It was long, interesting, and I liked it.

#211
Syrellaris

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Blackened25 wrote...

Rawgrim wrote...

moilami wrote...

Blackened25 wrote...

moilami wrote...

Rolemaster was my game. I like combat being something else than "lol orc lost half of his hp when me critted".


Rolemaster is great, I always loved "death by crit" systems like this. Character creation time is the one thing that holds people back from trying this game I find, But it's so worth every minute you spend.


Yeah, but I loved also the Fumble system. Things backfiring seriously lol.


Rolemaster was great fun. It had a book called 10 million ways to die. Stuffed with nasty tables for critical hits and fumbles. We still use that book, when playing d&d actually. We felt we had to implement it. A friend of mine almost got killed by a goat in the last game. Goat scored a critical hit and tore up an artery in his thigh. Great fun. I miss games where critical hits and such can actually have long term consequences.

I'll remember one specific crit forever. We were fighting giant eels I believe, and the party rogue struck it, and rolled pretty good. The next thing the GM said was "ok, you hit it in it's anal fin. + extra damage, and bleeds". I don't really remember the rest, that it had a specific category for anal fin on that creature type just totally blew my mind. I was young, and easily amused i suppose lol



I used to play AD&D with some friends  2 nights a week, i had rolled a humble elfen cleric that was doing pretty good. Until i got a deck of many cards and took the change to roll. Figures I rolled a critical miss and pulled the one card that instantly killed my character.

A box under ground with limited amount of air in a unknown location. ><

#212
Blackened25

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Syrellaris wrote...

Blackened25 wrote...

Rawgrim wrote...

moilami wrote...

Blackened25 wrote...

moilami wrote...

Rolemaster was my game. I like combat being something else than "lol orc lost half of his hp when me critted".


Rolemaster is great, I always loved "death by crit" systems like this. Character creation time is the one thing that holds people back from trying this game I find, But it's so worth every minute you spend.


Yeah, but I loved also the Fumble system. Things backfiring seriously lol.


Rolemaster was great fun. It had a book called 10 million ways to die. Stuffed with nasty tables for critical hits and fumbles. We still use that book, when playing d&d actually. We felt we had to implement it. A friend of mine almost got killed by a goat in the last game. Goat scored a critical hit and tore up an artery in his thigh. Great fun. I miss games where critical hits and such can actually have long term consequences.

I'll remember one specific crit forever. We were fighting giant eels I believe, and the party rogue struck it, and rolled pretty good. The next thing the GM said was "ok, you hit it in it's anal fin. + extra damage, and bleeds". I don't really remember the rest, that it had a specific category for anal fin on that creature type just totally blew my mind. I was young, and easily amused i suppose lol



I used to play AD&D with some friends  2 nights a week, i had rolled a humble elfen cleric that was doing pretty good. Until i got a deck of many cards and took the change to roll. Figures I rolled a critical miss and pulled the one card that instantly killed my character.

A box under ground with limited amount of air in a unknown location. ><

Oh man, the deck of many things. Every time that appears in game, my players both cheer and groan. They know they aren't going to be able to control themselves from dawing cards. I actually get a deck of cards out and take out all but the specific ones, and let them draw. I lost my first high level 2nd ed character to that thing, drew Void, and that took care of that lol

#213
moilami

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Syrellaris wrote...

Blackened25 wrote...

Rawgrim wrote...

moilami wrote...

Blackened25 wrote...

moilami wrote...

Rolemaster was my game. I like combat being something else than "lol orc lost half of his hp when me critted".


Rolemaster is great, I always loved "death by crit" systems like this. Character creation time is the one thing that holds people back from trying this game I find, But it's so worth every minute you spend.


Yeah, but I loved also the Fumble system. Things backfiring seriously lol.


Rolemaster was great fun. It had a book called 10 million ways to die. Stuffed with nasty tables for critical hits and fumbles. We still use that book, when playing d&d actually. We felt we had to implement it. A friend of mine almost got killed by a goat in the last game. Goat scored a critical hit and tore up an artery in his thigh. Great fun. I miss games where critical hits and such can actually have long term consequences.

I'll remember one specific crit forever. We were fighting giant eels I believe, and the party rogue struck it, and rolled pretty good. The next thing the GM said was "ok, you hit it in it's anal fin. + extra damage, and bleeds". I don't really remember the rest, that it had a specific category for anal fin on that creature type just totally blew my mind. I was young, and easily amused i suppose lol



I used to play AD&D with some friends  2 nights a week, i had rolled a humble elfen cleric that was doing pretty good. Until i got a deck of many cards and took the change to roll. Figures I rolled a critical miss and pulled the one card that instantly killed my character.

A box under ground with limited amount of air in a unknown location. ><


Lol good stuff. That is what makes stories.

All this nostalgia about fumbles and crits makes me miss rolling a real dice which was at best in tight situations a conjuring ceremony (for good roll) itself. Players watching sharply the roller and waiting for the roll, a DM grinning evilly on the other side of the table lol. Then the joy or sorrow of victory or defeat.

#214
Lotion Soronarr

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So What? Bio is surprised that many people quit DA:O after 1-2 hours of play?

What's there to be surprised. People often buy games they think they'll like, or are simply curious, and later find out the game simply isn't their thing.
And the marketing often doesn't help.
I know quite a few people who though DA:O was gonna be like Dantes Inferno... a hack-and-slasher. And when it wasn't, they moved on. Nothing wrong with that.
I also know people who got it just to see what all the fuss was about.

So people quitting the game is nothing uncommon or strange for any game.

#215
Zlarm

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Let me help Mr. Laidlaw out and tell him why I think a lot of people only played a couple of hours before giving up.

You heavily marketed DA:O as an action game (instead of what it really was) and so people who like action games and not so much RPGs bought it. Soon after starting it up they realized it wasn't like anything they saw in the ads, and that they'd been hoodwinked into buying a game they didn't like and stopped playing it.

#216
Shinimas

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Darth Executor wrote...

T3hAnubis wrote...

The TLDR version for the rest Of you: OP likes RPGs with quick kills, like the ones from Japan. Nothing wrong with that, I like them too, but realize DA is a Western RPG.


This is not a TLDR version at all.

I like RPGs who have the decency to make the pointless. endless trash mobs thrown at me easy to kill so playing isn't a chore. You know, like well known japanese RPGs Baldur's Gate 2, Neverwinter nights, Fallout 1-3, Morrowind, Oblivion, the Might and Magic series, etc.


Baldur's Gate 2, NWN?

Those games have far harder "trash" enemies than you typical DA2 Hurlock.

#217
moilami

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Zlarm wrote...

Let me help Mr. Laidlaw out and tell him why I think a lot of people only played a couple of hours before giving up.

You heavily marketed DA:O as an action game (instead of what it really was) and so people who like action games and not so much RPGs bought it. Soon after starting it up they realized it wasn't like anything they saw in the ads, and that they'd been hoodwinked into buying a game they didn't like and stopped playing it.


Yeah, DA was RPGish. I actually played it yesterday, a mage, and it felt like big time improvement and enchanted version of DA2, which is like some bad ninja karate game.

How was the saying? Different muffins for different folks? Now just give me a mod which will make rogue yell "KIAI" when he uses the roflstomp ability and a mod which makes batman style big "WHOOSH" "BANG" "SPLAT" "LOL" "HEADSHOT" rolling texts during combat. DA2 is missing those essentials for the genre.

#218
AkiKishi

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Interesting thread.

I'm going to agree a little with the OP if a game has "trash" mobs in droves I want to kill them with as little effort of possible. It's not like I'm ever going to lose the fight anyway, so why make me jump through hoops just to move on.
The FF games (not so much the last one) are good examples of this, anything not a challenge can be dismissed with a click or 2. The mini bosses are harder, and the real bosses play out like self contained puzzles. For example, use fire to open shell, adsorbs X elements etc. Immume to stuff like death. I don't want to put in that sort of effort every 30 seconds on trash. For me combat in an RPG has always been a means to an end, not the purpose.

Another thing is that RPGers take a lot for granted. When my kids wanted to play Pokemon, they did the same things Ashe did in the cartoon. You know what a tool Ashe is right ?
I tried to explain to them the "rock,paper,scissors" of the pokemon moves. Such as,send out a rock type or electric vs flying etc. But they were not interested and gave up on the game.
 In my spare time I raised a couple of level 80's and bred TM'd moves on them and added them. Once the kids were able to do what they wanted to do, they loved the game. The more they played the more they realised how the game worked and started to collect their own pokemon.

Same with RPGs, people will have an ideal of what they want to be from books/movies.I think Legend mode was an attempt to tap into that. But once Legend mode is over, you are back to being crap again. In some ways that is even more frustrating.
 While you can be all superior and say if you want it easy play on casual, that's missing the point. If a game throws a lot of trash at you and requires effort it gets tiresome and that's the point where games start to feel repetative.I put it like that because games are repetative by nature, just how much you notice that varies.

The reason why people notice the Fade and Deep Roads is two-fold.
1. It's harder, because you are now alone having been used to a party.
2. There are no distractions from what you are doing, your are simply hacking your way to the end and the mobs are hard enough that you notice what you are doing. It's really no different to what you have been doing in any other area, if you think about it. But it does drag people down.

There is no perfect answer, you are always going to annoy someone whatever changes you make. But the best games, build on what goes before and thus expand in scope. The one thing that annoys me more than anything else about DA2 is it's shrunk to the point where there is nothing new or ambitious. It's all been done before by one game company or another. The world has shrunk too, it's gone from a "world", to a city.
If it sells, then that is going to be the model , because it's much less effort than being expansive.

Modifié par BobSmith101, 03 mars 2011 - 09:13 .


#219
Blackened25

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moilami wrote...

Zlarm wrote...

Let me help Mr. Laidlaw out and tell him why I think a lot of people only played a couple of hours before giving up.

You heavily marketed DA:O as an action game (instead of what it really was) and so people who like action games and not so much RPGs bought it. Soon after starting it up they realized it wasn't like anything they saw in the ads, and that they'd been hoodwinked into buying a game they didn't like and stopped playing it.


Yeah, DA was RPGish. I actually played it yesterday, a mage, and it felt like big time improvement and enchanted version of DA2, which is like some bad ninja karate game.

How was the saying? Different muffins for different folks? Now just give me a mod which will make rogue yell "KIAI" when he uses the roflstomp ability and a mod which makes batman style big "WHOOSH" "BANG" "SPLAT" "LOL" "HEADSHOT" rolling texts during combat. DA2 is missing those essentials for the genre.

It's funny how changing the graphics and adding a few over the top animations to a game can make it feel so different, even though the basic combat system is more or less the same. I duno, I don't think DA2 is going to a bad game. It better not be, Bioware has my 60 bucks for preorder (not to mention another 16 for a shirt, they just keep sucking the money out of my pocket lol). I'm just going to try to play it as the game it is, and not measure it against Origins. If I go that route, i'll just get frustrated and bother all my friends again with my venting :lol:

#220
Blackened25

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BobSmith101 wrote...

Interesting thread.

I'm going to agree a little with the OP if a game has "trash" mobs in droves I want to kill them with as little effort of possible. It's not like I'm ever going to lose the fight anyway, so why make me jump through hoops just to move on.
The FF games (not so much the last one) are good examples of this, anything not a challenge can be dismissed with a click or 2. The mini bosses are harder, and the real bosses play out like self contained puzzles. For example, use fire to open shell, adsorbs X elements etc. Immume to stuff like death. I don't want to put in that sort of effort every 30 seconds on trash. For me combat in an RPG has always been a means to an end, not the purpose.

Another thing is that RPGers take a lot for granted. When my kids wanted to play Pokemon, they did the same things Ashe did in the cartoon. You know what a tool Ashe is right ?
I tried to explain to them the "rock,paper,scissors" of the pokemon moves. Such as,send out a rock type or electric vs flying etc. But they were not interested and gave up on the game.
 In my spare time I raised a couple of level 80's and bred TM'd moves on them and added them. Once the kids were able to do what they wanted to do, they loved the game. The more they played the more they realised how the game worked and started to collect their own pokemon.

Same with RPGs, people will have an ideal of what they want to be from books/movies.I think Legend mode was an attempt to tap into that. But once Legend mode is over, you are back to being crap again. In some ways that is even more frustrating.
 While you can be all superior and say if you want it easy play on casual, that's missing the point. If a game throws a lot of trash at you and requires effort it gets tiresome and that's the point where games start to feel repetative.I put it like that because games are repetative by nature, just how much you notice that varies.

The reason why people notice the Fade and Deep Roads is two-fold.
1. It's harder, because you are now alone having been used to a party.
2. There are no distractions from what you are doing, your are simply hacking your way to the end and the mobs are hard enough that you notice what you are doing. It's really no different to what you have been doing in any other area, if you think about it. But it does drag people down.

There is no perfect answer, you are always going to annoy someone whatever changes you make. But the best games, build on what goes before and thus expand in scope. The one thing that annoys me more than anything else about DA2 is it's shrunk to the point where there is nothing new or ambitious. It's all been done before by one game company or another. The world has shrunk too, it's gone from a "world", to a city.
If it sells, then that is going to be the model , because it's much less effort than being expansive.



I can certainly see why some people want run of the mill enemies to be easily killable. I don't really like that approach i suppose, since I actually lose interest if I feel I'm not being challenged. I don't just want to get from point A to point B quickly while leaving a few thousand easily killed corpses behind me, it's more about the journey and wether I can stand up to the best the enemy has to offer. Granted, combat for combat's sake isn't interesting. I enjoyed the Deep Roads but The Fade...ehh I hated the fade. It was just go here, get this power, go here get that power. Rinse and repeat, until you connect all the dots and face the baddy at the end. It felt too much like a minigame i suppose, for no real benefit.
I agree that people can give up on games too easily, before they necessarily understand how the game works. It's very common in tabletop gaming to have people who refuse to learn the rules to new systems, or who judge a game by their first 5 minutes of exposure. The same applies to CRPG's. I'm sure there were people who looked at DA:O, got intimidated, and refused to put the effort in to learn it and explore wether it could be a great game for them. I'm sure there will be people that look at DA2's flashy combat, assume it's a pure action game, and get put off when they see it's actually deeper than that and refuse to spend the brain power to learn it. Marketing an RPG to both the action and old school type players is easy. Keeping them both interested in the same game is something akin to an art form.

Modifié par Blackened25, 03 mars 2011 - 09:33 .


#221
AkiKishi

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Blackened25 wrote...
It's funny how changing the graphics and adding a few over the top animations to a game can make it feel so different, even though the basic combat system is more or less the same. I duno, I don't think DA2 is going to a bad game. It better not be, Bioware has my 60 bucks for preorder (not to mention another 16 for a shirt, they just keep sucking the money out of my pocket lol). I'm just going to try to play it as the game it is, and not measure it against Origins. If I go that route, i'll just get frustrated and bother all my friends again with my venting :lol:


It all contributes to how a game feels, in Dynasty Warriors it gives you a feeling of superiority. In DA2 , it just comes across as a bit cartoonish. Because DW has a backdrop of Chinese films with over the top "effects" like CTHD. Where as DA had a more down to earth solid feel. And DA2 offers no explanation for the change.

#222
Purgatious

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OP just doesn't like RPGs, because all of them from DA2 going back 15 years are all like that. Its how RPGs roll, rags to riches.

If anything DA2 is the least like other RPGs because its prologue is over fairly quickly.

#223
Blackened25

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BobSmith101 wrote...

Blackened25 wrote...
It's funny how changing the graphics and adding a few over the top animations to a game can make it feel so different, even though the basic combat system is more or less the same. I duno, I don't think DA2 is going to a bad game. It better not be, Bioware has my 60 bucks for preorder (not to mention another 16 for a shirt, they just keep sucking the money out of my pocket lol). I'm just going to try to play it as the game it is, and not measure it against Origins. If I go that route, i'll just get frustrated and bother all my friends again with my venting :lol:


It all contributes to how a game feels, in Dynasty Warriors it gives you a feeling of superiority. In DA2 , it just comes across as a bit cartoonish. Because DW has a backdrop of Chinese films with over the top "effects" like CTHD. Where as DA had a more down to earth solid feel. And DA2 offers no explanation for the change.

The bolded part is what I have the most problem with. It felt like change for change's sake, just to do it. At least that's the opinion I got when listening to Dev interviews. This is why I'm having a hard time setting my negative feelings for DA2 aside.

#224
Yrkoon

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Shinimas wrote...

Darth Executor wrote...

T3hAnubis wrote...

The TLDR version for the rest Of you: OP likes RPGs with quick kills, like the ones from Japan. Nothing wrong with that, I like them too, but realize DA is a Western RPG.


This is not a TLDR version at all.

I like RPGs who have the decency to make the pointless. endless trash mobs thrown at me easy to kill so playing isn't a chore. You know, like well known japanese RPGs Baldur's Gate 2, Neverwinter nights, Fallout 1-3, Morrowind, Oblivion, the Might and Magic series, etc.


Baldur's Gate 2, NWN?

Those games have far harder "trash" enemies than you typical DA2 Hurlock.

That's not true at all.    The amount of absolutely pointless trash mobs in BG2 was so  frequent, and so intentionally frequent,   That the devs   even   put   spells in  the game   specifically designed to take them all out, instantly so that you wouldn't have to waste your time if you didn't want to.  (Death Spell, Cloud kill, Symbol of Death etc.)

And Neverwinter nights....  Are you kidding me?  about an hour away from the end of the game and you're still exploring caves swarming with  16hp  Orcs....

Modifié par Yrkoon, 03 mars 2011 - 09:54 .


#225
Ladydub

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So you say the darkspawn are boring and too long to kill... Well if they died in one blow of a random farmer they wouldnt be such a problem, such a menace. Children would throw rocks at them and they'd go back to underground. One shotting hundreds of enemies is not satisfying. It is actually much better if you encounter 5-6 darkspawn, and the battle lasts a bit. You use abilities, spells to bring them down and when they finally die you feel some kind of achievement. It took you some work to kill them.
And Dragon age character development system is ridiculously easy. It's not like you're seeing a D&D RPG for the first time. My friends little sister, who is 11, created a mage in DA:O, first she failed a bit but in a couple of hours she restarted the game and created a mage again, with understanding of the system and finished the game on normal. (damn it seemed like she fell in love with Alistair IRL, was so funny watch her play..)
So if it's hard for someone, he is a ****ing ****** haha.