staindgrey wrote...
Oooh shiny wrote...
I agree to a certain extent but EA were not responsible for the specific direction of the game. The "awesome button" and excessive flawed marketing from BioWare made things worse and unnecessary so-called simplification while it can partially be attributed to a tight schedule isn't entirely EA's fault, BioWare still had control over what they could have simplified.
The problem of poor execution though can be attributed to the tight schedule and I would agree that's the biggest problem of DA2.
Well, remember, too, that Bioware is the developer. EA is the publisher. Marketing is EA's job, not Bioware's.
I'm not sure about that, the advertising and marketing should get approval from EA (I'm probably wrong, I'm going on my experience from working in Event management) but my issue is Laidlaw being so adamant about how amazing DA2 would be and how revolutionary the "awesome button" would be. Not marketing as such ecept for incoporating it into the early info on DA3.
staindgrey wrote...
Of course, Bioware is still responsible for the majority of the direction (though the simplification is likely pushed by EA). And some of that direction could have been good, but we'll never know because the execution fell short. It's not unlike how the under-budget Xbox game Killswitch did what Gears of War was "revolutionary" for (cover-based third-person shooter). Killswitch had the idea first, but was just poorly executed. Gears did it much better, had a better budget and time frame, and succeeded.
I still think that the idea of watching a smaller world evolve around you can work (look at Majora's Mask), and I think that having a frame narrative could bring a lot of unique aspects to a game (the idea of an unreliable narrator, the cutting back to the conversation at key moments for elements like foreshadowing, dramatic irony, humor, etc.). I also enjoyed the battle system more and its efforts to simplify DA:O's item micromanagement. It's just that the "junk" storage came out as a mess and the battling became too easy once you acquired the right skills and weapons.
All that said, I can't forgive Bioware for the way the campaign ended. None of those twists made sense. At all. That falls entirely onto the writing team, rushed schedule or not.
Wow I'm stunned to find another supporter of the framed narrative.

I think that the over-arching theme clashed badly with the framed narrative in DA2. I find frames work best when either used to tie a range of different stories together (a la the Decameron) or to focus on a single story and use that as an allegory for the human condition. DA2 did neither well, while it attempted to show Hawke as a victim of circumstance (the cut-scenes demonstrated that very well) the gameplay totally contravened that as Hawke was instantly more powerful than 20 knights and surrounded by friends/rivals/supporters. I couldn't reconcile the two visions of Hawke and that's where the narrative fell down for me.
In saying that though, there's huge potential for the framed narrative to see more use in games if developers can focus on getting the script and gameplay to work together. I'm thinking specifically of that Final Fantasy game on the PSP that at the end when you're in serious trouble and the sheer number of enemies plus your own fatigue causes you to lose as the narrative demands it. I'd really like to see gameplay coming to meet stories instead of stories being engineered to make gameplay mechanics feasible.
EDIT: Another problem I have with the execution of the frame narrative is that it removed the player by one crucial step. If the player was Varic it would work better because the control appears direct but because Hawke has no control over the interrogation the player gets removed by one step.
Modifié par Oooh shiny, 26 décembre 2011 - 11:47 .