OPini wrote...
Q: What were the main designing objectives for DA2?
A: Everyone were very enthusiastic about creating a game which will be more accessible for a wider audience, without giving up the core components of the original game, while trying to add to the player pool for this game those people who felt intimidated by elements of DAO - such as the UI.
This is especially true for the console version of DA2 - we wanted to make the game more responsive and fun when you use a controller.
Another main objective was to improve the look of the game. DAO was in development for a long time and was lagging behind a little in the graphics field when it came out. We tried to improve all of the game's graphical aspects including textures, models and animations, while giving the game a more unique art style.
oh god thank you
i was so intimidated by the ui

the new one is so lazyer... I men, frendlyer

OPini wrote...
Q: It seems that DA2 has learned a few things from its stepbrother, Mass Effect. If that is true, can you provide examples?
A: In contrast to popular belief, only few design elements were borrowed directly from ME. One is the talking hero and the other is the dialogue wheel. All other changes and refinements were completely independent, although a few of them may look similar, such as the customizing options for the hero and his companions.
yes so instead of having no loot and no customization, we got a ****load of useless item we can't use on companion
that's brilliant!
OPini wrote...
Q: Kirkwall is a very small area compared to vast Ferelden we could play during the first game. Have you prefferd giving the city more depth over creating more places where you can hang around? Can you give an example?
A: This time we tried a different approach - enable the players to investigate only one main area, which has more depth and responsiveness. You can compare it to GTA game, where you are always in the same city, or maybe even compare it to Assassin's Creed to a certain degree. The player gets the chance to learn about the history, characters and secrets of one place instead of visiting a place briefly once before moving on to the next destination in his journey. It also enables a story arc which has a central link - a lot of things happen during the same time and not a long and flat timeline of events.
is he serious?
OPini wrote...
Q: Could prolonging development time for the game result in a better variety within the city itself and avoiding reused areas, as seen in the game?
A: Obviously, more time would enable more areas and bigger variation. Honestly, we did not expect this to be such a big deal, but it seems the subject gave rise to a significant number of complaints by both critics and players alike. We listen to the reviews and we will try to address the issue in future games.
no, can't be serious. he is obviousbly trolling...
OPini wrote...
Q: Does every battle consist of enemy waves? What is your answer for all those people that claim the lack of ability to know the number of waves and where they will pop up causes a battle that consists of reactions instead of tactics and planning?
A: Part of the tactical game is adapting to changes. The waves might feel different, but this is not necessarily a bad thing. I do not agree with those that think the wave pattern is terrible as of itself, but I do agree that there are things it's possible to do in order to improve the use of the waves. We can use them less often and improve the breeding mechanic, for instance. All in all I think the waves are an excellent addition to the game.
at this point i'm sure
obvious troll is obvious
OPini wrote...
Q: Why is the tactical game view unavailable in this game? Is the reason technical, aesthetic or a design problem?
A: Support for upper angle of view means creating the graphics in such a way that'll enable cutting the upper parts of the geometry, when you use that option. This causes a decline in quality because it's impossible, or at least very hard, to create the same environments in this way. In short - it was a difficult decision but we believe it was right.
such a hard thing indeed.
how come in DA:O is present then

?
ah, my bad. he is trolling again. such a funny guy

OPini wrote...
Q: Blood Magic is a forbidden art in the world of DA2, but the main character uses it freely during the game against civilians and Templars. How is that logical?
A: Well, sometimes you have to give up perfect inner logic to make the game more fun. This is one of these cases. Anyway, this can be explained by the fact that the champion is someone who can do whatever he wants. No one is bold enough to lecture him about that. This is kind of like when the authorities ignore certain crimes because the criminal's aid is of great importance.
then again if you used a spell in Athkatla...
nothing a good bribe couldn't solve, sure, but still...
OPini wrote...
Q: Why is it no longer possible to manage your party's gear? Why is it that an armor worn by Hawke cannot be given to other characters?
A: There are many benefits of keeping a unique appearance for the companions: it gives them presence during cutscenes and dialogues and it's even useful during combat - they're easier to tell apart that way. I know it limits the possible customization but there are still many other elements you can upgrade such as weapons, accessories and even upgrade the main armor's stats.
thankyou oh soo much!
it was so difficult to make a mental association on F1=me, F2=second portrait companion and so on!
now I can just look at them and... oh wait, there's a ****load of bad guys exploding around... who is that again? to many body parts swirling around, damnit!
Modifié par DocDoomII, 23 mars 2011 - 12:32 .