particularly brutal right now? I hope the answer I offer proves to be of interest to gamers, Bioware, and EA.
Bioware has mentioned in pre-release interviews that based on the gameplay feedback data collected from the first game, some gameplay features were changed or removed in the second game. While this may correlate sensibly with the feeback data collected, many gamers are disclosing in the forums that they liked having the now-removed gameplay features available to them. Just their presence markedly enhanced their perceived experience with the game, even if the gamers did not end up actively using these features during their particular playthrough(s). So for all the gameplay feedback that was uploaded to Bioware regarding Dragon Age: Origins, and considered in crafting the gameplay of the second game, only now through the Dragon Age II reviews and the forum posters are the actual perceptions of the Dragon Age gameplay experience being disclosed by gamers. But why now? Was something missed? Misunderstood? Ignored?
Well, to use a baseball analogy (sorry non-sportsfans), any baseball fan can tell you that a team that pays attention solely to stats while trying to play keep-up with the cross-town rival won't get to the big game. Perhaps this is what has happened with the development of DA2 - DA2 being the feedback-stat-inspired efficiently-crafted 90-game playoff-bound winner (reflected in gamer sites' review scores and some gamer accounts), but not like the legendary World Series teams of yesteryear (DAO, etc.), and doesn't keep pace with the World Series winner that last year's cross-town rival (ME2) was. So after Opening Day, when fans feel that their teams have no chance to match up with their team's legends, or their rivals, they take it hard. And despite there being a playoff-bound season ahead, they're still going to let you know about it, sometimes brutally.
Now imagine trying to market such a team to these fans, let's review:
First, Sebastian was a nice early pre-order incentive, and good to be available on release date for everyone, but
should not have been marketed as release date DLC. DLC, in the minds of gamers, still implies post-game extension, and post-game extension on release date makes no logical sense to anyone except in terms of wanting to make more money right away (almost to say that the price of admission wasn't already enough). Perhaps an unfair assumption, but understanding the expectation of the gamer and framing this more favorably to the gamer would have made this a non-issue.
Second, Dragon Age II is different enough from Origins as to not represent a sequel to the perceived experience of the Dragon Age veteran. A more carefully-chosen title may have helped here, especially since early gamer feedback of the first artwork and screenshots of DA2 acknowledged from the start that the game seemed different enough and potentially smaller than the admittedly humongous DAO. The numbered sequel in all forms of entertainment still tends to set the expectation of "more of the same just bigger and better".
Third, DirectX11 on PC - since so few games really take advantage of this tech, any game with DirectX11 is going to be anticipated as a tech showcase, and marketing is expected to ride this wave. So performing poorly on day one is one thing, but someone must have known about this on release date. We could have been told a day early to expect a problem on Day 1 and that the problem is actively being investigated. Unpleasant from any angle, but it didn't have to be introduced as a surprise.
Fourth, something awesome happens when you achieve it, not if you press a button. This statement should never have been spoken aloud, but fortunately it is a statement that we can all look back on one day and laugh.
For full disclosure, I pre-ordered the PC digital version in the days before the release, and I hope to play with full working DirectX11 functionality very soon. I may consider purchasing Sebastian if he is more fully integrated into the experience than ME2's Zaeed was (good gameplay character, but as a voiced protagonist, I could rarely actually say something to Zaeed).
I hope that this release experience gives everyone - gamer, developer, and publisher alike - something to reflect on and strive for improvement. Now, off to play some Dragon Age!
Modifié par jds1bio, 09 mars 2011 - 09:58 .





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