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An article on "Dragon Age II: The Decline of the classic RPG"


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#851
moilami

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HonourBorn wrote...

play on a higher difficulty than, i set the difficulty higher in the demo and i wasnt able to win the second fight against the troll without pausing to issue commands. That wasn't so hard to figure out was it? these threads are pathetic.


Can't play on higher difficulty than "nightmare"  without playing the game in a way BW has not intended :)

#852
JemyM

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The stuff on capitalism is, IMO, also mistaken, but it didn't bother me as much as the science (and it isn't something I've studied in any great capacity) so I didn't see why I should comment on that. I didn't want to derail the thread, just make sure that if anyone was reading it, they were not misled on outright objective fact.


It's useless to continue this discussion. You failed to comprehend the point, you derailed the topic, you hurl words like "wrong" or "mistaken" here and there without being able to explain why and it seems you confuse your subjective opinion (rpg / complexity) with facts.

#853
AlanC9

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Actually, that capitalism point didn't make a heck of a lot of sense. How do you account for innovation?

#854
moilami

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The review in PC Games has said that the majority of Dragon Age 2 plays out very much
like the demo, meaning a lot of copy-pasted and narrow paths - ugly


If true, is that a good or bad thing?

#855
moilami

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AlanC9 wrote...

Actually, that capitalism point didn't make a heck of a lot of sense. How do you account for innovation?


That would be patents and trademarks.

Many wont understand that how trademarks account for innovation so I have to explain it. Apple have status of being innovative and as a result many who want to show they are "creative" buy Apple crap.

#856
Sylvius the Mad

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moilami wrote...

The review in PC Games has said that the majority of Dragon Age 2 plays out very much
like the demo, meaning a lot of copy-pasted and narrow paths - ugly


If true, is that a good or bad thing?

I'd say it's a bad thing based on my experiences in previous games (I generally prefer games with open spaces rather than narrow paths - it's one of the reasons I ultimately preferred ME to ME2, for example), but whether it works in DA2 remains to be seen.

#857
Aidunno

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Jitter wrote...

Yes anyone shold be able to play whatever role they want.
So why did they force the players to be human . And make all of the classes the same in effect , and differ only in attack animation?


How many PnP roleplaying games have you played where the GM/DM actually limited what players could play for the sake of the setting and story. I know I've played quite a few. Imagine the storyline of having to travel and meeting elves who distrust the party as they are all human. At least a couple of sessions could involve earning their trust. This would potentially be destroyed if there was an elf  in the party already. Does that mean we were not playing a RPG ?

Modifié par Aidunno, 06 mars 2011 - 08:33 .


#858
Lusitanum

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ibortolis wrote...

Playing with these kinds of settings just isn’t right for the traditional pause-play style. People have argued that if you want that traditional experience then you can simply play on a harder game mode, but this does not solve it. The difficulty simply makes the game harder with modifiers such as friendly fire (in nightmare mode) tougher enemies and so on, but it is still played as an Action-RPG.


Oh, so you mean it's just like Dragon Age: Origins? The game that already had a boring, repetitive and incredibly shallow fighting system, and where raising its difficulty level just made fights even longer without actually making them the least bit challenging?

Granted, I'm not a big fan of the "hamsters-on-caffeine" style of animations and it looks like DA2 will continue on the route of its predecessor of not actually being the least bit tactical, but if it will at least actually require some kind of input on my part, then maybe I won't keep falling asleep while I pay it.

#859
moilami

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Aidunno wrote...

Jitter wrote...

Yes anyone shold be able to play whatever role they want.
So why did they force the players to be human . And make all of the classes the same in effect , and differ only in attack animation?


How many PnP roleplaying games have you played where the GM/DM actually limited what players could play for the sake of the setting and story. I know I've played quite a few. Imagine the storyline of having to travel and meeting elves who distrust the party as they are all human. At least a couple of sessions could involve earning their trust. This would potentially be destroyed if there was an elf  in the party already. Does that mean we were not playing an RPG ?


Well, we naturally were happy with the adventures the DMs offered. I remember though once we begun to talk about doing something what would annoy the DM, and he begun to laugh a lot and said just do it. We understood it is better to not do.


Edit: I think that happened when the DM suddenly took like 45 min break of DMing just reading Rolemaster rulebook lol.

Actually those who has not played pen & paper RPGs should not have rights to talk here, with the notable exception being Sylvanus the Mad.

Modifié par moilami, 06 mars 2011 - 08:35 .


#860
SaviorPilate

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 What's so disappointing is that none of you people seem to know anything about game history.  Or RPG history.  Or even basic spelling and grammar, for that matter.

Anyone who has roots in the history of RPG games knows how important Bioware used to be as a social movement.  It wasn't just that Baldur's Gate was a great game, it was that there was a company making quality products for us.  What Bioware represented was an indie movement writ large, supporting all of its die-hard fans as it was supported by them (us).

And now, Bioware is just another faceless piece of EA.  It's all bull****, as far as I'm concerned.

The company that helped pioneer CRPGs is dead, and has been for years.  And nobody knows or cares about that, because they are all just the stupid consumers that made it happen in the first place.  It's the dumbed-down interests of the mass gamer crowd that paved the way for games like DA:O and ME.

And I like these games.  I'm currently playing both DA:O and ME1 for the first time, as I never actually played them when they came out, because, as a consumer, I resented the fact that such a great company was destroyed by money and consumerism.  Read anything about game industry history before you say that the people nay-saying this new game are just wrong.  It isn't just that it's a dumbed-down action/rpg.  It's that a company that pioneered the way for all of us was corrupted by the same mainstream stupidity that destroyed Black Isle Studios, and Looking Glass Studios, and Origin Systems, and just about every other great game studio that made amazing games throughout the years.

I think that what you people don't get is that games aren't just products.  For anyone who has been a computer gamer *before* a console one, who has been interested and involved in the creation of the games industry itself, it was more than just about the products.  It was about rebuilding a shattered, financially ruined system into something great.  And then, it became hugely successful, and greedy people took over all of the companies that mattered, and turned them into faceless pieces of a corporation.

I don't believe that any of you understand that, though, because you aren't smart enough to see the larger picture like that.  The games industry as I knew it growing up has been destroyed by the emotionless pursuit of money and market share, and consumer base.

#861
Rogue Eagle

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Actua wrote...

I've been playing BioWare RPGs for many years now--as most of us likely have. And I do it for four things:
1. Unique, subtle, and well-developed characters
2. Player choice with player consequence
3. In-depth character customization
4. Wonderfully realized worlds

So long as those four things remain intact, they could make a goddamn Cooking Mama game for all I care.


I hear that. I bought Dragon Age II solely on the hopes of lots of difficult decisions and consequences :D

#862
moilami

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Lusitanum wrote...

ibortolis wrote...

Playing with these kinds of settings just isn’t right for the traditional pause-play style. People have argued that if you want that traditional experience then you can simply play on a harder game mode, but this does not solve it. The difficulty simply makes the game harder with modifiers such as friendly fire (in nightmare mode) tougher enemies and so on, but it is still played as an Action-RPG.


Oh, so you mean it's just like Dragon Age: Origins? The game that already had a boring, repetitive and incredibly shallow fighting system, and where raising its difficulty level just made fights even longer without actually making them the least bit challenging?

Granted, I'm not a big fan of the "hamsters-on-caffeine" style of animations and it looks like DA2 will continue on the route of its predecessor of not actually being the least bit tactical, but if it will at least actually require some kind of input on my part, then maybe I won't keep falling asleep while I pay it.


Well, in Nightmare boss type mobs can resist spells and melee actions. That RNG does make the fights a little bit more challenging as does friendly fire. And during my first and second playthrough there were many interesting fights. Every fight can't be epic boss fight or else people would be complaining how every fight is just boring and repetative.

However these are common problems in games with AI opponents. Real competitive challenges are in games against real humans, but I can say they can also be boring and repetative as you know for sure.

#863
AkiKishi

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Aidunno wrote...
How many PnP roleplaying games have you played where the GM/DM actually limited what players could play for the sake of the setting and story. I know I've played quite a few. Imagine the storyline of having to travel and meeting elves who distrust the party as they are all human. At least a couple of sessions could involve earning their trust. This would potentially be destroyed if there was an elf  in the party already. Does that mean we were not playing a RPG ?


Outside of contest games? Very few. I find DMs who enforce those sorts of limits just to tell the story they want to tell a tad egotistical for my tastes.
I played a campaign where everyone was a Drow (no cookie for guessing the timing) but that was agreed by everyone and the DM came up with the story later.

#864
Sylvius the Mad

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Lusitanum wrote...

Oh, so you mean it's just like Dragon Age: Origins? The game that already had a boring, repetitive and incredibly shallow fighting system, and where raising its difficulty level just made fights even longer without actually making them the least bit challenging?

Granted, I'm not a big fan of the "hamsters-on-caffeine" style of animations and it looks like DA2 will continue on the route of its predecessor of not actually being the least bit tactical, but if it will at least actually require some kind of input on my part, then maybe I won't keep falling asleep while I pay it.

While I'll agree that DAO didn't offer much in the way of tactical challenge, I would argue that the reasons for this were twofold.

First, the encounters scaled to suit you, so you didn't face an unpredictable difficulty curve.  As such, you could enter each encounter confident that you had the ability to defeat it (as such, perhaps my favourite encounter my first time through DAO was those wolves and traps that ambushed you while travelling).

Second, the game completely eschewed strategic gameplay in favour of tactical gameplay.  At least, that's what they said they were trying to do by having everything regenerate between encounters.  But, again, what that did was ensure that you would always have the tools available to defeat any encounter, and let you know that you could safely use all of your tools (DA2's encounter waves might help somewhat with that last problem).

I think DAO would have offered a far more tactical experience if it had required more strategic planning (thus allowing you to face encounters both without all of your resources handy, and without you feeling comfortable exploiting all of your now limited resources), and by offering a less predictable difficulty curve (so at the start of any encounter you might not know whether it would be a complete walk in the park or something from which you should immediately flee).  These two things together would require much more tactical gameplay from the player, as you would need to enact flexible tactical plans using a minimum of resources.

But DAO didn't do that.

Modifié par Sylvius the Mad, 06 mars 2011 - 09:02 .


#865
AkiKishi

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SaviorPilate wrote...

I think that what you people don't get is that games aren't just products.  For anyone who has been a computer gamer *before* a console one, who has been interested and involved in the creation of the games industry itself, it was more than just about the products.  It was about rebuilding a shattered, financially ruined system into something great.  And then, it became hugely successful, and greedy people took over all of the companies that mattered, and turned them into faceless pieces of a corporation.


That may have been the case in the 90's (as far back as I go) when games had a "magical" quality to them and appeared in dingy little specialist shops. But games now are just as disposable as anything else. When you have the option to trade in for £10 and get a brand new game, there is little incentive to keep anything if you are a certain age group. I think if the option had existed when I was that age I would probably have done the same thing.

#866
moilami

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SaviorPilate wrote...

 What's so disappointing is that none of you people seem to know anything about game history.  Or RPG history.  Or even basic spelling and grammar, for that matter.

Anyone who has roots in the history of RPG games knows how important Bioware used to be as a social movement.  It wasn't just that Baldur's Gate was a great game, it was that there was a company making quality products for us.  What Bioware represented was an indie movement writ large, supporting all of its die-hard fans as it was supported by them (us).

And now, Bioware is just another faceless piece of EA.  It's all bull****, as far as I'm concerned.

The company that helped pioneer CRPGs is dead, and has been for years.  And nobody knows or cares about that, because they are all just the stupid consumers that made it happen in the first place.  It's the dumbed-down interests of the mass gamer crowd that paved the way for games like DA:O and ME.

And I like these games.  I'm currently playing both DA:O and ME1 for the first time, as I never actually played them when they came out, because, as a consumer, I resented the fact that such a great company was destroyed by money and consumerism.  Read anything about game industry history before you say that the people nay-saying this new game are just wrong.  It isn't just that it's a dumbed-down action/rpg.  It's that a company that pioneered the way for all of us was corrupted by the same mainstream stupidity that destroyed Black Isle Studios, and Looking Glass Studios, and Origin Systems, and just about every other great game studio that made amazing games throughout the years.

I think that what you people don't get is that games aren't just products.  For anyone who has been a computer gamer *before* a console one, who has been interested and involved in the creation of the games industry itself, it was more than just about the products.  It was about rebuilding a shattered, financially ruined system into something great.  And then, it became hugely successful, and greedy people took over all of the companies that mattered, and turned them into faceless pieces of a corporation.

I don't believe that any of you understand that, though, because you aren't smart enough to see the larger picture like that.  The games industry as I knew it growing up has been destroyed by the emotionless pursuit of money and market share, and consumer base.



Ah, well mate ye know the devs has to grow up at some point and say "lets make some big money now while we can". Or lets say they are still idealistical and pragmatical and just chose to do games to make the largest amount of people happy. You don't have to look at the bell curve to see how the games will be by then though.

#867
In Exile

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moilami wrote...
That would be patents and trademarks.

Many wont understand that how trademarks account for innovation so I have to explain it. Apple have status of being innovative and as a result many who want to show they are "creative" buy Apple crap.


Trademarks don't serve as incentives to innovate. They're a different kind of IP. Copyright and patents are designed to foster innovation in capitalism by attempt to provide efficient incentives for innovation.

Whether they do is another question.

#868
Sylvius the Mad

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SaviorPilate wrote...

The company that helped pioneer CRPGs is dead, and has been for years. 

If you mean Origin Systems, I agree with you.

#869
Sylvius the Mad

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Can I point out here that "capitalism" in this thread is mostly being used in place of "a free market"? Those are different things.

Modifié par Sylvius the Mad, 06 mars 2011 - 09:10 .


#870
disturbedfan248

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He based a 3 page article over the demo? Almost seems like an overtroll. I think he may change his mind a little bit when he gets the full game.

#871
AlanC9

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SaviorPilate wrote...
Anyone who has roots in the history of RPG games knows how important Bioware used to be as a social movement.  It wasn't just that Baldur's Gate was a great game, it was that there was a company making quality products for us.  What Bioware represented was an indie movement writ large, supporting all of its die-hard fans as it was supported by them (us).


Who's "us"? I'm a die-hard fan and Bio hasn't given up anything that I think is important about their games.

If you think you speak for all the die-hard fans you are simply deluded

I think that what you people don't get is that games aren't just products.  For anyone who has been a computer gamer *before* a console one, who has been interested and involved in the creation of the games industry itself, it was more than just about the products.  It was about rebuilding a shattered, financially ruined system into something great.  And then, it became hugely successful, and greedy people took over all of the companies that mattered, and turned them into faceless pieces of a corporation.

I don't believe that any of you understand that, though, because you aren't smart enough to see the larger picture like that.  The games industry as I knew it growing up has been destroyed by the emotionless pursuit of money and market share, and consumer base.


I'm not sure whether this stands out more for being pretentious or for being insulting.

#872
AkiKishi

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moilami wrote...

Ah, well mate ye know the devs has to grow up at some point and say "lets make some big money now while we can". Or lets say they are still idealistical and pragmatical and just chose to do games to make the largest amount of people happy. You don't have to look at the bell curve to see how the games will be by then though.


There are two reasons to change.

1. The user base no longer supports the cost of the type of games you make.
2. You see someone else making more money and you want a piece of it.

I really don't like the idea of games being designed around statistics. There is just something that feels very wrong about that.

#873
In Exile

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BobSmith101 wrote...
There are two reasons to change.

1. The user base no longer supports the cost of the type of games you make.
2. You see someone else making more money and you want a piece of it.

I really don't like the idea of games being designed around statistics. There is just something that feels very wrong about that.


I'm not sure I see the problem. Before, games were designed based on intuitions about features. Developers had to ask themselves if consumers liked "X" or "Y" before going forward based only on personal conjecture, and hope for the best. Now, developers have more detailed statistics on what players did and coul ask themselves "based on what we saw, X or Y?". They still have to go foward blind and hope for the best, but they are reasonably closer to an idea of what the user base does.

So long as you believe Bioware was a profit-oriented business, then there is no reason to believe it is trying to do anything different than it ever was.

That being said, there is also 3: You want to desig a new type of product.

#874
Sylvius the Mad

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In Exile wrote...

I'm not sure I see the problem. Before, games were designed based on intuitions about features. Developers had to ask themselves if consumers liked "X" or "Y" before going forward based only on personal conjecture, and hope for the best. Now, developers have more detailed statistics on what players did and coul ask themselves "based on what we saw, X or Y?". They still have to go foward blind and hope for the best, but they are reasonably closer to an idea of what the user base does.

But not necessarily why they do it.  Having better information does tend to lead to better outcomes, but it can sometimes lead to worse outcomes when the data are misinterpreted.  Or if the designers are working within a system of perverse incentives.

#875
In Exile

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Sylvius the Mad wrote...
But not necessarily why they do it.  Having better information does tend to lead to better outcomes, but it can sometimes lead to worse outcomes when the data are misinterpreted.  Or if the designers are working within a system of perverse incentives.


I agree. What I think this data does is allow them to have a partial answer to "what?". That of course depends on how well constructed the data collection is, but I do not think it is worse than just blindly guessing at what features are well-received or not.

Or even at using focus groups and looking at feedback in terms of features.