DA:O's old, unique, realistic art style, rather than DA2's generic, cartoony style elements, which it shares with virtually all recent RPG, except TES-V and TW2.

Very few cut-scene movies. Only the bare essential.

Vancian casting

, with +200 spells.
unrested state & night & day cycle.

No auto generating health, just medkits for injuries and healthpotions for health.

Perma death, requiring resurrection.

Skill progression that can be screwed up. What's the point of having everything completely fool proof? (sure, I've got that you want that market, but where's the gameplay in guaranteed success?)

Combat encounters that are unwinnable if you stumble into them at the wrong time, level, or comes wrongly prepared.

Limited missiles.

Inventory with two different limits, volume and weight.

And kinda severe, forcing you to leave things.
Truly turnbased combat: game will optionally pause when a char has completed his order, or that order is no longer possible.

Enemies fight with the same means and rules as your party.

No nukeish, overpowerful "DA2"-combat skills.

Realistic combat animations.

Armor that looks like they weigh 40-80 lb, and are made by a skilled smith, rather than a garage hack with access to industrial 3/8'' steel plate, acetylene torch and arc welder, and look like weighing 300-500lb.

Traveling takes time, effort and depletes your party resources.

6,
six, party members. No party pool. Join them or leave them.

All romance options bisexual. I think DA2 had the right idea there.

It only glossed over it and made it kinda fast and pushy. In yer face.

No more "role-play" for an audience that wants to choose a mood, be surprised by the delivered line, and delighted by the npc return line, in dialogues otherwise empty of gameplay content. Dump that audience.

They're so tiresome on the forums. Let them learn to read so they can get their fill of stories from books instead, like everybody else.
No "Rags to Riches" - super cliche for story, thankyou. Libraries are full of bland, pretentious stuff like that.
A really engaging and timelessly important theme for story, is the one where the char's world comes crashing down around her/him, by momentous events, and the char has to join a desperate struggle to save the way of life or society that is important for her/him. This theme is always relevant and a fundamental human condition. Just look at WW2 not so long ago. Most of us probably have grandparents who were caught up in that. It's part of our personal history, who we are. Or look around the world today. Afganistan, Iraq, Libya, Egypt, Syria. Somalia. These are conditions which shape peoples lifes today, as we speak. This is why this theme makes for important stories, engaging choices, morals, sacrifices. This theme makes for the most importan stories. Always did. Always will.

Complex resolving of combat. Enemies should mostly either retreat or surrender when defeat is certain. Only in special cases do they all fight until death. Further, enemy should have some ability to judge your strength, making him reluctant to fight unless he's convinced he's stronger, increasing available non-combat options. What happens when you walk into that inn, should be different, depending on if it's just two tawny girls, or a scarred, combat weary, well equipped squad of six.

P.S. Much of this was written half jokingly. I know many of these things are supposed to be "unacceptable" today. We have obviously "moved forward" by eliminating all of it, during the years, and replaced it with nothing. How convenient. I do understand why it might not be a good idea to include elements in a game that can lead to frustration. And I kinda agree. On the other hand all these things above seems like so good ideas to me. And it's not like I haven't tried most of them before. Where will we be in the end? When everything is removed for the sake of convenience? It's often claimed things are removed because they are "tedius". Tedius, is irrelevant labor doing things like exchanging money, or fiddling with a Tetris puzzle in the inventory. Things that affect gameplay and require planning (like limited missiles, vancian casting,..) are not "tedius".
The publishers believe they increase their market. I say there is a point where they are shrinking their potential market. There's a lot of people out there who could probably enjoy videogaming, but what they see of videogames today is something they would regard as strictly for children if it wasn't so offensively violent.
Modifié par bEVEsthda, 01 décembre 2011 - 08:05 .