My criticism, ante scriptum: I'm not a native English speaker and not very good at grammar and spelling, so I apologize beforehand.
Quests:Non combat quest are missing. Consider that Hawke social status grows during the game, having some social quests reflecting this would be nice.
Dialogues:Having the options to actively include companions in dialogues is nice, but far to rare. More companion dialogue options and more companion dialogues.
Recycled Areas:Like often said the heavy reuse of areas is negative for the gameplay experience. It's not necessary the recycling itself but the way it is done. In DA2 the same area is used for completely different locations with no logical explanation for the identical appearance. But “The Bone Pit” and and “Sundermount” are examples how reusing makes sense.
Therefore larger maps where multiple quests take place would diminish the impression of reuse. Also if possible adding the 3rd dimension could help. An multi layered map, a canalisation and/or a cave system, could appear new when doing a quest on a different layer which wasn't accessible before.
Meaningful Choice: a) Having choices affecting the outcome of (major) quest has often the consequence that the consequences of said choices play little to no role in the remaining game, best example is Orzammar in DA:O. Which king you chose and what you do with the anvil only affects what kind of cannon fodder you can summon in the final battle, it has no affect to the rest of the game nor does it affect the story of DA:A.

In DA:O the conflicts leading to the meaningful choices where for the most part already set in stone. The warden's role was often to appear, learning the background of the conflict and then resolving it. In contrast Hawke plays a vital role in the emergence of the conflicts themselves. Also for storytelling purpose certain key events have to happen. Both factors lead to the impression that unlike in DA:O the player has no meaningful choices.
Because of a) and

I prefer that choices in the mainquests only affects minor story elements and gameplay mechanics, but not the outcome, e.g. how it's done in Legacy. A more coherent storytelling with a fix chain of events is more entertaining (for me) then actually meaningless choices which only determine a cutscene.
Choices should play a big role in sidequests. In the setting of DA2 sidequests where Hawke, depending on his/her social status, affects the fate of individuals to whole city districts could lead to branching questlines with different outcomes. This could allow for an active storytelling, where the player's character plays part in forming the conflicts and not just solving a fix problem, and having the feeling that your choices matter.
Also cutscenes>letters when it comes to quest resolutions and epilogue like in DA:O.
Mages:Unlike warriors or rogues mages are special in the world of Dragon Age, the interactions of NPC with Hawke should be little to fundamental different if Hawke is a (blood)mage. DA:O avoided this by making the player character a warden first and race/class second. In DA2 such an excuse isn't given for Hawke, for the story to progress as it does the NPCs either aren't aware or don't care.
A simple solution is to make Hawke always a human who can uses magic. If the player chooses as class a mage, Hawke is taught the classic use of magic. If the player chooses as class a warrior/rogue, Hawke is taught to use magic as enhancement of his physical abilities. That way Hawke's background could have been better integrated into the story and would make the writers life easier. Also personally I wouldn't feel missing something story wise
in DA2 when playing a non-mage.
Visuals:The passage of time is displayed very badly. For a better representation
a) give companions slightly modified clothes and new hairstyles

include seasons for the different acts (act 0,1, ..) → (spring,summer, ..).
That way the acts could have unique visual and symbolic appearance. Also DA2 doesn't look very good, look
at the birds! Maybe it's time for a new engine with PhysX support.
Companions:Unique looks and talent trees are a
plus. In Origins the only reason the companions were gameplay wise
different was because of predetermined talents . With a respec option
the differences would be minimal. In DA2 I now have to make
strategical decisions(choices) when it comes to the team composition.
Combat:Huge improvement to Origins. No totally overpowered classes and abilities. Warrior Taunt doesn't bind the enemy for ever, no more force field, no more overpowered crowd controls abilities, almost no useless talents, no more potions with zero cooldown, cross class combos, nightmare is now hard. Because of waves boss fights are now more tactical challenging then in Origin. Combat is fare more fun than in Origin. Saying waves make DA2 non tactical is like saying that RTS are non tactical because the opponent can have reinforcements. Some suggestions:
- More different enemy types like controllers and healers could improve combat further.
- Alternative weapon set as in DA:O is also missing, especially on nightmare.
- Please remove the invulnerability of assassins during their back-flip, it's so annoying.
- Introduce class Combos which utilize status effect by the same class as lying inbetween normal attacks and
Cross class Combos in effectiveness.
Attack & Defense:Not an expert on combat mechanics but having 100/80+ in attack/defense value seems to be useless. Maybe to
retain some use the extra attack/defense could increase damage/resistance.
Talent Trees:Non linearity of trees and upgrades are a plus.
Specializations:a) On one hand not having to find specializations is good, because some specializations where quite
hard to find in Origins. On the other hand simple being given the specializations is kind of boring. A middle ground may be better where you go to trainers and do quests to unlock specializations.

Instead of being separate trees specializations should enhance normal class trees by unlocking either new talents or upgrade for old talents, e.g. the Duelist specializations upgrades Backstab to Vendetta.
Unique armor:Companion now have their own look and remain distinct from each other. Far better than Origins were rogues and mages all were the standard armor and only warriors got the cool stuff. A negative aspect is that a huge amount of armor and weapons found in the game become useless. Instead of going back to Origins' system the system of DA2 should be extended:
For clarifications, besides runes, which represent magic attributes like +4% fire damage, there should
be a new type of upgrade, 'refinements' or whatever you want to call them, which represents physical attributes like +4% attack speed. Give companions AND Hawke fixed armour AND weapons with unique looks. During the course of the game new
armours and weapons could be achieved for the companions and Hawke. To account for stats customization armour and weapon should be subdivided into Helm, Hands, .. and Blade, Hilt.. with slots for runes, refinements and special items. Also the armor material(steel,red iron, ..) and class(light, plate, ..) could define intrinsic attributes and the ratio of rune to refinement slots,e. g. a mage armour/weapon has more rune than refinement slots.
Instead of being useless/gold in another form looted armor/weapons could be brought to a special NPC, e.g. a blacksmith, who either turns them into runes/refinements or trades them for runes/refinements.
Such a system would have some advantages:
- having stats customization while retaining unique looks
- equipped weapons now could be used in cutescenes, like Bianca, instead the standard dagger out of nowhere
- weapons could now be designed with proper holding, scabbard, and not float in air
- loot is now useful instead of being clutter for the next merchant like it's the case in DA:O/A/2
Armoury:I don't know about others but I use runes, especially resistance runes, rarely before obtaining the final armour/weapons because before that it seems like wasting them. So maybe some kind of armoury menu where you have access on different armour and accessories for the player character and companions and customize these. This could make item management easier and would allow to have multiple armours ready to use, each designed for a special task, e.g. fighting dragons/demons/Qunari.
Modifié par GurrenLagann, 08 août 2011 - 03:37 .