Aireoth wrote...
Thats my question, we all know that this game has the following massive problems:
A) Enemies recycled/poping out of thin air.
Recycled Areas.
C) Average plot : I will quantify this, by plot I mean the wholistic feeling of immersion, freedom to chose (and face consequences), reaction of characters in the world to you (and you to them) as well as your NPC companions stories, the plot was poor/average from bioware. This is better then most other developers, but we hold bioware to a higher standard, otherwise we might as well play Two Worlds.
D) Lack of Replay value : Tied to plot problems.
E) Lack of Polish: ie Lack of Finishers/Silly body explosions, under designed character models (darkspawn), under populated areas (city).
A)
You cannot mention this as a problem without bringing up the updated combat. They substantially changed combat to make it faster and more intense (while retaining its tactical depth, indeed improving it IMO), which means that things die faster.
Therefore they added waves in order to make fights longer and more intense. The alternative would have been to either make tons of enemies appear at a time (which I suspect is limited by console capacity), or else make it much easier to die (which probably would not be to most people's liking). Another altenative would be to keep to DAO's pacing, but that had its own problems (and, indeed, I think DA2 is definitely a major improvement... playing a sword and board warrior was fun again).
I'm not saying the "waves" are the best solution, but it does work and makes for some fantastically intense battles. Without it, battles would probably be much shorter and people would be complaining about THAT.
Also, the enemies do not pop out of thin air, at least 90% of the time the place reinforcements appear in makes sense, and you can plan for it... except for Demons who are summonned and "pop" in DAO as well. As for enemies being recycled, I'm not sure what you mean. There's more variety of enemies in DA2 than DAO.
No debate there. Only excuse is they had a FAR shorter development time than DAO, and so they decided to re-use areas in order to have more gameplay content. Same reason they crafted the story around Kirkwall.
Is that the best option? Given their restriction I think it was, since the alternative would have been to have a shorter game.
Granted, it would have been better had they been given more time to add more original areas (1 extra quest hub area per act would have been great, for example), but I understand the limitations they were under, and I would rather have more gameplay and storytelling that reuses areas than less gameplay altogether.
Keep in mind that these things are a tradeoff, and once you're armed with all the information (like the fact they had a much reduced dev cycle), then it becomes clear that one simply cannot bash the re-use of areas without keeping in mind what the tradeoff would have been otherwise... well, one CAN do so, but it's not very reasonable.
I just hope they're given more time for DA3, personally.
C)
That's mostly subjective, and something a great quantity of players dissagree on. I personally loved the story, found that the structure of the acts (which are years removed) enables our choices to have FAR more consequences than in DAO.
In DA2, when I make a decision in Act 1, I can see its impact in Act 2 and Act 3. That's quite a big deal.
Certainly, the final decisions in Act 3 may not alter the final boss fight that much (but it HAS an impact, and a significant change to the structure of the finale quite frankly), but it certainly has the same level of impact than all the decisions in DAO have.
That is to say, in DAO most decisions impact the epilogue more than anything. The only actual change in the game is who can be summoned to help in the final battle (there's the Alistair/Loghain choice, mind you, but that also is reflected by several companion branches in DA2 as well, notably with Isabella and Anders).
Indeed, I think that there is good cause to say that at an objective level, our decisions in DA2 have a greater impact on the actual gameplay than DAO, while in DAO our decisions maybe be more large scaled (who becomes Orzammar's King, for example) but their actual impacts are moslty beyond the gameplay, in the epilogue.
D)
Tied to previous point, but patently false. A cursory glance at the game guide can show just the amount of differences you can find between playthroughs. At the very least there is grounds to replaying as a Mage and as a Warrior/Rogue.
E)
Can't really debate that. It's tied to re-used areas. I just hope they are given more time with DA3. But again I'd rather have that than less gameplay altogether.
That said, lack of finishers is NOT a lack of polish. It was a deliberate design decision, as finishers messed up the pace of the gameplay. I rather liked finishers and would like to see them back in some way, mind you.
But there is clealry a lack of polish in certain areas, a lack of details (no item descriptions, re-used icons, and so forth). More dev time can solve this in DA3.
Thank you.
Itkovian
Modifié par Itkovian, 28 mars 2011 - 02:26 .