The re-use of the levels is something we knew was a bit of a risk, but we wanted to make sure there was more content rather than less, so re-using some of the spaces and coming to them again was certainly one we were careful not careful about and tried to re-use as artfully as we could.
Tried and failed Mike, utterly.
When I see reviews that comment on the way the story is told or interactions with the followers, those are very, very positive, and I'm extremely gratified.
Except that there weren't nearly enough. What about the reviews with comments that aren't very positive? Then what? Turn a blind eye?
Eurogamer: I've seen scores as low as a 6/10 - what do you think when you read those?
Mike Laidlaw: Well it's hard to know exactly what's going on with scores that are really, really negative.
Try reading the reviews Mike? Try a little cognitive processing?
One possible culprit could just be a change backlash, i.e "Wow, this is just too different and I cannot handle it."
Clutching at straws. DA2 didn't deliver AAA RPG standards and you know it. The story was sub-par, the framed narrative was used far too little to be a centrepiece or deserve hype as much as it was, and the level design and complete and utter lack of real exploration in the game, is why the game got scores like 6/10.
There's this strange perception that because the combat is faster - characters leaping into place or charging forward - it's an inherently console thing.
Probably because you adopted that style which was hallmarked in console games like God of War. It is associated with certain console games and rightly so. They're the platform it originated on.
We designed that because we thought that the ability to whirl around and snap off a fireball at a guy who's charging you, rather than shuffling in and launching it usually a couple of feet behind him, created a much stronger sense of responsiveness.
Which still happens in DA2 anyway. Argument is moot.
Mike Laidlaw: Dragon Age II was designed by just the senior, core team. Honestly I don't feel it's a game that's been designed to appeal far and wide and so on. If it were, there were choices we could have made that would have taken it much, much further. We would have probably simplified down to a single character, maybe with companions; probably looked at doing some even deeper changes to inventory management, making sure that... You wouldn't want to confuse people with enchanting or anything complex like that.
Well that's evidence enough there for me. Laidlaw and the senior team ARE the problem. They're obviously intent on making games for their kids, not for adults.
Straight out of Laidlaw's mouth. "We wouldn't want to confuse people with enchanting or anything complex like that".
Seriously? How absolutely mind-boggling retarded do you think people are, Laidlaw? The enchanting system in DA2 is so SIMPLE a 10 year old could work it out without a tutorial.
Modifié par Wivvix, 24 mars 2011 - 09:46 .