1. Linearity
While I agree that game is very linear, like someone sayed more adventure game like interactive movie. I have to say, Kotor, DAO, ME1 and ME2 all have exactly same linearity. It's the way Bioware does the games. Now, I don't find linearity in story perspective as problem, but from role-playing perspective, player needs more choises what matters. After playing DA2, I did not notice it to be any more linear than other games so far. There where choises what did matter in side quest too. Meaning they have different ending based you choises. So, while I agree that DA2 is linear, I disagree that it's any more linear than other Bioware games. So, it's bad excuse.
2. classes in combat
I haven't actually made all classes yet, because I don't really like playing melee classes. How ever, I can jump in npc classes and play them and look how they work. In my opinion all classes doesn't work well, because the boss enemy design and long healing cool down. Let me explain.
Normal and elite enemies and all classes works fine here, I think melee rogues is little slow here, because lack of AoE attacts, but in elites they are pretty good. There is no problem in any class with these enemies.
Boss enemies. Here is where the class difference shows well. Problem is that fight will las long time no matter what. This also means if character does melee attacks alot, it will be close to the boss enemy alot. This means also that all melee classes suffer here because limited healing, if they defence isn't good enough.
Only tank has good enough defence in melee range. Meaning it can survive long time in melee range. Rogues and Two hand warriors are just useless here. Tank and 3 range attacker can do bosses alot easyer and alot less healing is needed.
Now if player playes the class, it's okey most the time, but as npc melee rogues and two handed warriors are 100% useless in boss fights, they require too much healing what other classes doesn't need.
3. Items, loot and customation
Now many people have sayed that because there isn't enough loot, customation and items, it doesn't feel like RPG anymore. I don't know, I have played RPG's for decades and let me tell something. Customation and choises are needed in RPG's. How ever, look example DA2 where you main character collect armors, while companions doesn't need them. Why?
Because companions armors scale up with levels you go up. As for player character, you need to find or buy better armor and do exactly same but manually replasing armor parts. If you don't do it, you will feel like you character is gimped. So, does the game do it automaticly or does the player do it manually. What's the difference, it's exactly same end result.
I can understand why some player wants to do this manually and while some others doesn't care so much about this. Why? Because it provides player to something to do as goal. How ever, player like me who has done this decades in rpg games, it feel like some useless waste of time what in the end doesn't matter. People who likes it are still illusion that it actually matters. Level based games just scale the armors and weapons out, because gameplay balance between player and npc enemies is needed. It's pure illusion of progress what doesn't even happen. Real progress happens how player is getting new action to make, they are skills and talens what makes it possible, not items.
How ever, customation point the items still stands. Example how you character and companions looks and what kind of effects they weapons and armors can have. Like adding armor more fire resistant or something else. Allow player to customize they characters looks and gear.
4. Character attributes and armors
Now DA2 had two attribute restriction in armors based levels. This was for player character armors, as companion armors could not be changed. Now this creates problem. Because armors has two attribute limits and those limits are allways equal. Like restriction of 17 str and 17 con. This means player is basicly forced to raise those two attributes, so that player character can wear the best armors they can, what is required as gameplay. This creates problem.
I mean if player is forced to do it, because without it player will gimp they character progression what they are forced to do manually. This means that player has no real choises what attributes put points. Basicly it's pre-defined. This means that hole attribute system becomes waste of time in player character, because why to do manually someting where player has no real other choises. Point is, why have attrbute system at all, if player has no real freedom to use it to customize gameplay, because only choise now is gimp you character.
One notice about attributes. Why does my mage with 10 str and 30 magic do so much damage in melee compared range attack with staff spell? I mean what's the point of have low str if I feel like melee character in robes. You know I had ones better armor/defence rating than my tank companion and I was wearing robe. Point is mages should be weak by defence and they melee attacks, if attributes say so. So, why aren't they?
Now my point of all this is. Having choises can create diversity for player, but sometimes having more choises isn't diversity, just illusion of it. To really have choise, the choise has to have meaning to player gameplay or visuality. Not just choise what is forced to player by restrictions or game eliminate the meaning of choise away by game design.
Modifié par Lumikki, 22 mars 2011 - 03:14 .





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