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Mike Laidlaw's final thoughts on DA2 with Gamespot


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#176
Tommy6860

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Aurgelmir wrote...

Tommy6860 wrote...

I can't say about ML being brought onboard and when, but there actually were three DLs on Origins. Aside from Brent and Mike, there was also James Ohlen, who has been with Bioware from near the beginning. He was the lead on the first BG. But he is noticeably absent from DA2. I already knew about Knowles differences (you can read them on his site or at Wiki) and I was about to cancel my pre-order, now I wish I had.


I'm done with Dragon Age I think. It's not going to get any better under Mike Laidlaw and David Gaider.

James Ohlen is working on TOR I think.

What annoys me most is when you look through interviews that Mike Laidlaw done when he was bigging up Origins you see how much he likes what they done with DA:O. Then he's given DA2 by himself, since the others didn't want it or moved onto bigger things, and he just tears everything 'Origins' out of DA2. He's so full of crap.

Him and David Gaider should be taken off existing franchises. If they don't want to play within the rules a franchise sets then they should make their own projects.



I feel your pain. But someone mentioned earlier in this thread that Laidlaw was in charge of Origin's design for the consoles, not the PC. I don't know if that is true, but considering how DA2 turned out and how many on the console complained about Origins on that platform, it makes sense that he was the lead.

#177
Tommy6860

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Terror_K wrote...

Crash_7 wrote...

Still so much pain being felt over DA 2!

I read the interview and the topic respondents.  Oh, where to start?  Questions.

Is it wrong to try and increase your player base?


If it's at the expense of the existing fans, then the answer is "yes" as far as I'm concerned. If you want to bring them aboard to your company then that's fine... do it with a new IP and a new action RPG. The problem is lately BioWare seem determined to sabotage their existing IPs by making them too different and taking away a lot of what drew a good deal of fans to them and made them fans in the first place. If in order to appeal to a larger audience you have to remove, tone down or dumb down the very elements that appeal to the existing fans to do so then the answer is simply "yes" to this question. DA2's main problem is actually that "2" on the end. It should have been a spin-off title... it should have been Dragon Age: Dark Alliance, not a direct sequel. If one has to sacrifice a chunk of their player base to increase it, then they shouldn't. A game series should be made for its existing fans above all else, and the problem is that BioWare seem to be making their sequels more for those who weren't really fans because they were put off by a few factors than they are for those who are fans.

Is it wrong to make traditional stat based RPG elements more accessible?


That depends. One can take this too far and make them too simple, just as one can make them too complex. Complexity is part of the appeal to an RPG. I've always said --particularly regarding ME2-- that the whole point of streamlining something is to make something more user-friendly and accessible, but while still maintaining the full functionality of the mechanic in the process. Both ME2 and DA2 failed to do this and oversimplified, and instead of making complexity simple like they should they removed the complexity entirely and just left us with simplicity. Fine in an action game, but not an RPG. When one goes too far then one just makes the system and game shallow and lacking. A classic example of this in DA2 is Rogues now automatically being able to simply unlock things and disarm traps without needing any linked skill to do it. It's just shallow and dumbed down.

Is it wrong to alter the visual style of combat?


Again, it depends. The problem with combat in DA2 visually is that it tries too hard. It's just clearly putting so much effort to be flashy and fast and "badass!" without any real substance. DA2 combat is the guy that Indiana Jones shot flinging his sword around in Raiders of the Lost Ark. It's like a Michael Bay movie. It's just the Rule of Cool and is just there to be visually impressive and give teenagers a hard-on rather than offering any depth or purpose. It just comes across as peurile and immature, like a modern Hollywood action film. And the fact that this chump and his family are more adept it seems at dealing with darkspawn at level one while flipping all over the place like Jay Kay and Jackie Chan's lovechild on coffee more effectively than The Hero of Ferelden does while fighting sensibly at Level 25 in DA:O is a joke.

Is it wrong to hide/automate complexity?


Yes. This was one of my biggest beefs with ME2 actually: that half the game ends up playing itself for me and barely lets me mess with or tweak anything because the developers made the game more for ADD-riddled teenagers who are scared by numbers and start whining like a baby baboon as soon as anything even remotely gets "in the way" of their gameplay and killing things. A good RPG should never automate too much to the point where it feels like you barely have any control over anything but dialogue or what to kill. Dragon Age: Origins and Mass Effect felt like driving a car: i could choose where I went, how I went, as fast as I went, in what gear and listening to whatever music I liked. ME2 and DA2 were like a taxi-drive: somewhat the same trip, but most of this is done for me and I barely have any input. Simply put, overautomating makes the game shallow, boring and even pointless. Cutting the player out of the game and not letting them have control when they should is a bigger sin in my books than making them deal too much with things unneccesarrily, which is while I'll still always find sifting though hundreds of samey weapons and omni-gelling them one at a time more satisfying than a system that just sets things on autopilot and lets me God-mod everything to the max without any real input, thought or effort simply because the former actually gives me choice and the other is mindless automation that doesn't.

Is it wrong to guide the players interaction with the game world?


Guiding and pushing are not the same thing. After some fairly long responses, I think --fittingly-- that this one can simply be summed up with that rather succinctly.


I have read quite a few of your posts over the past few weeks, and I agree with nearly all of your points. But I totally disagree with your points here about ME2. It isn't that much different than ME and while some do make comments on how ME was more the RPG and the better story, of which I totally agree, ME was on console only, to my big surprise when it came out (I have both 360 and PC versions). That point right there shows that a good RPG can be made for consoles, albeit without the high end graphics and customizations that PC version typically offer, however I digress. In any event, I think you misrepresent what ME2 is when comparing it to ME. Unlike DA2 from Origins, ME2 does follow the ME stroyline very well as well as in combat tactics, it just isn't more story driven as ME was.

#178
JabbaDaHutt30

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 ... STREAMLAW'D!!!

Modifié par JabbaDaHutt30, 25 mars 2011 - 01:02 .


#179
djackson75

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Sithlord715 wrote...

God, the day Laidlaw gets fired from Bioware is the day I get all my friends over and we all dance around to "Yub Nub" ewok style

Please, let that day be soon


What a nerd thing to say.

For the record, Lucas changed that in the digital remastering too, kind of like DA2 changed Dragon Age...

#180
Aurgelmir

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djackson75 wrote...

Sithlord715 wrote...

God, the day Laidlaw gets fired from Bioware is the day I get all my friends over and we all dance around to "Yub Nub" ewok style

Please, let that day be soon


What a nerd thing to say.

For the record, Lucas changed that in the digital remastering too, kind of like DA2 changed Dragon Age...


www.youtube.com/watch

Modifié par Aurgelmir, 25 mars 2011 - 01:09 .


#181
berelinde

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I understand wanting to put a positive spin on things, trying to save face in light of bad reviews. And before everybody jumps all over this as heresy, even the mostly-positive critical reviews compare DA2 unfavorably with Origins. When you are striving to improve on a model, hearing the result of your hard work hailed as inferior to its predecesor is bad news. What I have trouble accepting is the stubborn refusal to admit that some of the choices made during DA2's production might have been wrong.

It sounds like a chef trying to pass a cheeseburger off as prime rib. There's nothing wrong with cheeseburgers. I happen to like them quite a bit, especially with mushrooms and a little mustard. But it isn't a prime rib and never will be, no matter how hard the chef tries to sell it as one. And at $60 a plate, it is not unfair to expect prime rib, especially if that's what you ordered.

#182
Marko GW

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Why do I get the feeling that Mike hates DA:O? Doesn't make any sense.

#183
Monica83

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Someone like me wants ladiaws out from any dragon age project?

#184
DownyTif

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Fhaileas wrote...

Methinks "Laidlow" is in denial. It's also despicable to see how contemptuously he puts down DA:O in order to artificially prop up DA2 in comparision -- it's also ironic considering that he also cites DA2 as building on DA:O's success.


I get the same feeling. I'm really starting to hate Laidlaw.

#185
Delixe

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Marko GW wrote...

Why do I get the feeling that Mike hates DA:O? Doesn't make any sense.

You are not wrong that's the impression I have as well. Yes it makes PR sense to say a sequel is better than the original but Mike's comments lead me to believe he actually thought Origins was a deeply flawed game in dire need of a complete overhaul.

#186
Monica83

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The funny thing is him keep to talk on how DA2 awesome is when a lot of people in this forum are bashing the game whitout mercy in all aspects this is really funny

#187
Zem_

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This interview completely misses the very major issue of recycled content.  I really don't think ANY of these other issues is dragging down reviews of this game nearly as much as that.  It just shows a lack of effort and development expense for a game that still cost me the same amount of money as Origins but came with a fraction of the unique and interesting level and quest design.   I can actually get behind a lot of the other changes.  Maybe a few tweaks here and there.  But I will definitely be waiting to hear if DA3 is trying to pull the same tricks to gloss over and cover up the lack of content before I open my wallet again.

But Laidlaw also does need to take a step back and recognize that there are some valid criticisms of DA2 that are not simply rosy nostalgia for DA:O.  Don't do a 180, but definitely check the rear-view.  There was some good stuff back there you left behind.   More weapon options for warriors not to mention the arcane warrior for mages.  Secondary weapon slot to switch in ranged/melee weapns easily (no, the hidden dagger for archers does NOT make up for the lack of this).

But again most of all the thing I miss from DA:O is adventuring through expansive multi-level locations like the Circle Tower or the Deep Roads where *each* level  was large enough to house many enemy encounters without the need to stack them up in magically appearing teleporting waves of reinforcements.  Bring.  That.  Back.

#188
KennethAFTopp

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Fatigue, the option to wear whatever armor you wanted, differences between blunt and sword weapons.
the change to actually miss.
Got a huge list of things they should never have removed.

Modifié par KennethAFTopp, 25 mars 2011 - 01:54 .


#189
Captain Sassy Pants

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dheer wrote...

He just doesn't get it at all. It seems he's either dishonest to us or himself.

The lead dev of console ports shouldn't have been left in charge of the direction of the series.


This could not be more true.

Who put him in charge?

#190
Captain Sassy Pants

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aphelion002 wrote...

This interview makes me sick to my stomach. Its not that he disagrees with my points - I can totally understand a person having different view points and being proud of his work. Its his blatant condescension and dismissiveness of a fan base that was really loyal and truly supported Bioware's work. Those 'hardcore RPG gamers' have been Bioware's core demographic for a very long time. Now its clear that they view us as no longer having a future, as not being where the profits lie. He doesn't even explain why the style of game we liked was bad, just that we are not 'modern', no 'accessible', and not '21st century'. Might as well call us a dying breed and kick us in the face.

Business wise, this might be a sound decision. But I question if a company that is so quick to sell its identity can continue making great games for a very long time.


Not to be mean, but you must not spend much time on these forums...

Laidlaw, Woo and Gaider constantly attack and insult their fanbase on these very boards. Doing it in interviews just seems natural.

They know that the majority of their fanbase has battered wife syndrome. They know that they can keep beating on them and that they'll just keep crawling back, more than willing to open their wallets up for them, so why should they care? Like in that Simpsons episode: Quimby: "You're all a bunch of fickle mush-heads!" Crowd: "He's right! Give us hell, Quimby!"

Modifié par Captain Sassy Pants, 25 mars 2011 - 02:27 .


#191
abaris

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Zem_ wrote...

This interview completely misses the very major issue of recycled content.  I really don't think ANY of these other issues is dragging down reviews of this game nearly as much as that.


That may well be true. But me and quite a few others have been vocal about the combat too.

Don't get me wrong, I would probably hate the recycling and lack of companion customization too, but I didn't really get as far as to judge these aspects. The demo was more than enough for me to scratch any plans of purchasing the whole shabang.

The game is clearly made for a whole different audience. It's on these very boards too. The ones being wholy satisfied with what's delivered are those, who like it fast, simple and shiny. Nothing wrong with that. We all have our different tastes. But it clearly indicates, they have indeed attracted a different kind of audience, but at the expense of alienating others.

Only time will tell, if they were right in making this decision.

#192
fchopin

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If the guy had so much dislike for DAO then he was obviously the wrong person to do DA2.

#193
elikal71

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Welcome to the EA Nirvana, Bioware. At least you'll be in good company with once giants like Origin, Bullfrog or Westwood.

#194
Clammo

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"Text is always a pretty horrible medium for conveying sarcasm or sincerity" Posted ImagePosted Image

That quote sums up Mike Laidlaw and his attitude to gaming I think. Seriously, this guy should never be allowed near a Bioware game again. He's totally dismissive or just plain obtuse about the criticisms, and seems to have wrapped himself in cotton wool accompanied by his rose-tinted spectacles, with his fingers in his ears going "la la la, not listening".

#195
Mousers

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Finally finished reading all this thread, and the links and the comments at the links. Whew.

I think the Gamespot and PCWorld are in Mike's pocket. I would put more value to an interview with Mike if he had gone to one of the honest reviewer sites where the interviewer would address actual issues. More like a Barbara Walters or Larry King interview. As it is, feels more like Mike wrote the questions also, then answered them.

With all the issues in the game just about everyone agree's on and most importantly the Origins fanbase that is so dissappointed I think a poster on one of those sites summed it up.

Emotional investment. It is just absent in DA2.

Remembering back to posts from Origins, yes there were isssues and complaints, but because there was such an emotional investment most of the issues were just in the backseat.

Mike's stance to go forward with what they have in DA2 to further the next franchise titles? My coin will go to another development company. Without the emotional connection and growth of that connection as you play a game with an rpg tag is just a disgrace.

Emotions are very powerful and when they are slapped down it is ingrained in memory for a very long time. And is why all the Origins fanbase are so upset, me included.

Brent made a good point in his demo review, the combat isn't action nor is it rpg style, it is somewhere in the middle. When that happens you have the action base and the rpg base at odds with each other. That is exactly what I have been seeing on the forums. No win.

But I think the overall distaste we have after this interview is what we experienced in DA2 will continue for the rest of the franchise. No emotional investment. I think if DA2 had that, as much as what we had in Origins, we would overlook all the flaws and issues. Because that is what we all did in Origins.

#196
Crash_7

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Thank you for considering my post.

Terror_K wrote...

If it's at the expense of the existing fans, then the answer is "yes" as far as I'm concerned. If you want to bring them aboard to your company then that's fine... do it with a new IP and a new action RPG. The problem is lately BioWare seem determined to sabotage their existing IPs by making them too different and taking away a lot of what drew a good deal of fans to them and made them fans in the first place. If in order to appeal to a larger audience you have to remove, tone down or dumb down the very elements that appeal to the existing fans to do so then the answer is simply "yes" to this question. DA2's main problem is actually that "2" on the end. It should have been a spin-off title... it should have been Dragon Age: Dark Alliance, not a direct sequel. If one has to sacrifice a chunk of their player base to increase it, then they shouldn't. A game series should be made for its existing fans above all else, and the problem is that BioWare seem to be making their sequels more for those who weren't really fans because they were put off by a few factors than they are for those who are fans.


A new IP wouldn't necessarily be more successful at increasing the RPG player base.  All new IPs have to clear the same hurdle: drawing consumer attention and anticipation.  That hurdle exists regardless of genre.  By carrying the label RPG, any new IP still has to engage that new crowd.  There are obvious benefits in using an existing IP as a centre of gravity. 

I cannot deny your argument that in relying on an existing IP to support a radically altered sequel that that inherently leads to the alienation of sections of the existing player base.  Nor will I attempt to refute the misnomer of DA 2.  However, the: "above all else" claim seems to me to be occupying a trench.

Genre stagnation --despite its rather PRish sound-- is a very real issue, and I cannot imagine myself still playing the same format over and over until death us do part.  Not wanting to sound like a social Darwinist - all must adapt to survive.  How such evolution is handled will never be a simple equation.  Some merit is deserved for attempting to evolve the genre: even if those evolutions ultimately represent failure.    

Terror_K wrote...

That depends. One can take this too far and make them too simple, just as one can make them too complex. Complexity is part of the appeal to an RPG. I've always said --particularly regarding ME2-- that the whole point of streamlining something is to make something more user-friendly and accessible, but while still maintaining the full functionality of the mechanic in the process. Both ME2 and DA2 failed to do this and oversimplified, and instead of making complexity simple like they should they removed the complexity entirely and just left us with simplicity. Fine in an action game, but not an RPG. When one goes too far then one just makes the system and game shallow and lacking. A classic example of this in DA2 is Rogues now automatically being able to simply unlock things and disarm traps without needing any linked skill to do it. It's just shallow and dumbed down.


Balance.  Perhaps BW are guilty of lacking imagination when it comes to catering to those disparate goals.  But if I imagine a game interface divided into two categories: Old School, New School, I inevitable see division amongst the community that differs little from a game with a single interface that  attempts to appeal to both schools.

Obviously the converse applies and attempting to please everyone often leads to pleasing no one. 

I'm minded of in-game tutorials, or that level one cave with a weak opponent designed to ease the player into the mechanics of a game.  As an old school gamer I'm often able to disable those elements and crack on with the story.  The point here being that we have accepted the notion of a novice entering our domain and we do cater to them.  We can and should do better.

Terror_K wrote...

Again, it depends. The problem with combat in DA2 visually is that it tries too hard. It's just clearly putting so much effort to be flashy and fast and "badass!" without any real substance. DA2 combat is the guy that Indiana Jones shot flinging his sword around in Raiders of the Lost Ark. It's like a Michael Bay movie. It's just the Rule of Cool and is just there to be visually impressive and give teenagers a hard-on rather than offering any depth or purpose. It just comes across as peurile and immature, like a modern Hollywood action film. And the fact that this chump and his family are more adept it seems at dealing with darkspawn at level one while flipping all over the place like Jay Kay and Jackie Chan's lovechild on coffee more effectively than The Hero of Ferelden does while fighting sensibly at Level 25 in DA:O is a joke.


All flash and no bang.  It is unfortunate, yet a fact that the type of individual you describe represents the future.  The inexorable march of time still applies to them however, and I imagine that the new guard will also evolve their own tastes and desire the complexity that we appear to have lost. 

It's a cycle that cannot be avoided.  Are we currently in the downward phase? 

Drawing on my gaming past for examples, I'm reminded of the evolution of Operation Flash Point: an extremely tactical and difficult combat simulator that has evolved toward a standard format FPS.  The combat evolved from visually nondescript to visually stimulating and engaging, but at the expense of realism.

Terror_K wrote...

Yes. This was one of my biggest beefs with ME2 actually: that half the game ends up playing itself for me and barely lets me mess with or tweak anything because the developers made the game more for ADD-riddled teenagers who are scared by numbers and start whining like a baby baboon as soon as anything even remotely gets "in the way" of their game-play and killing things. A good RPG should never automate too much to the point where it feels like you barely have any control over anything but dialogue or what to kill. Dragon Age: Origins and Mass Effect felt like driving a car: i could choose where I went, how I went, as fast as I went, in what gear and listening to whatever music I liked. ME2 and DA2 were like a taxi-drive: somewhat the same trip, but most of this is done for me and I barely have any input. Simply put, overautomating makes the game shallow, boring and even pointless. Cutting the player out of the game and not letting them have control when they should is a bigger sin in my books than making them deal too much with things unneccesarrily, which is while I'll still always find sifting though hundreds of samey weapons and omni-gelling them one at a time more satisfying than a system that just sets things on autopilot and lets me God-mod everything to the max without any real input, thought or effort simply because the former actually gives me choice and the other is mindless automation that doesn't.


Isn't the tactics screen --present in both DA: O and DA 2-- a clear example of successful automation of complexity?  It's one of my favourite components of both games, and I believe that it demonstrate that it is possible to achieve that goal.  Clearly the player is required to invest in that system if they choose to use it, but it also has very useful defaults that adapt as the game/player advances through the OC.  In truth, if a player is not micromanaging each and every pseudo roll then they are relying on hidden complexity.

The inner mechanics of DA 2 combat, in general, remains the same (excluding the no-miss mechanic).  Their presentation in the character screen is clearly an attempt at simplifying those mechanics.  In the extreme, I should not require MathLab to discern the optimal build for an PC.  And yet, I can find good analysis of min/max building for DA 2.

I too wish to see the return of full NPC customisation and a detailed inventory/Lore system that engages my intellect and enthuses my connection to the game world.  I agree fully that this was a poor design choice.      

Terror_K wrote...

Guiding and pushing are not the same thing. After some fairly long responses, I think --fittingly-- that this one can simply be summed up with that rather succinctly.


Personally I never felt as though I was being pushed through the game.  Guided - most definitely, but not pushed.  Emerging from the dungeons to be met with the open world of Oblivion can be intimidating for novice players.  I recall the Oblivion forum boards being flooded with: "Where do I go...". comments.  So it can swing both ways. 

The game-play menu does provide enough options to severe the guiding hand, and if I choose to I can spend twenty minutes trying to find that Dwarf or that Trap Door.  There are many quests in DA 2 and they are enabled in a variety of ways.  It is perfectly possible to ignore the letters desk in the players Home, ignore the posters calling for aid and ultimately refuse to grab that corpse and return to the owner with the most amusing statement:  "Here, I've found your reason for living.".

In conclusion:

I offer no solutions.  I only have more questions.  If paradoxes exist in the gaming world then DA 2 offers a definition: and attempts a solution.

Regards

Crash_7

Modifié par Crash_7, 25 mars 2011 - 03:52 .


#197
Zem_

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abaris wrote...

Zem_ wrote...

This interview completely misses the very major issue of recycled content.  I really don't think ANY of these other issues is dragging down reviews of this game nearly as much as that.


That may well be true. But me and quite a few others have been vocal about the combat too.

Don't get me wrong, I would probably hate the recycling and lack of companion customization too, but I didn't really get as far as to judge these aspects. The demo was more than enough for me to scratch any plans of purchasing the whole shabang.


To me the changes in combat are largely cosmetic.  I get that some people just can't stand the more heavily stylized combat but it's still basically the same mechanic just with generally shorter animation and spell cast times.  Same long cooldown abilities.   I actually think rogues are much improved, at least. 

I consider the respawning wave thing a separate issue because I really think it's a result of there being less area to explore.  In Origins, you had the same mix of of cannon fodder and elite mobs in a typical encounter, there were just more encounters in any given area (because the areas were larger), so no need for waves.  The same thing would have worked with DA2 if only they had spent more time developing more unique content and larger explorable areas.

If they want to do bargain development then I can wait for the game to be featured in my local game store's bargain bin... where it belongs.

#198
dewayne31

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i never seen a developer actually admit to his mistakes. i have seen games after his mistakes. but that it

#199
Fidget6

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Haexpane wrote...

He wanted morrigan in morrigan robes. So now he forces that on players. Exactly like Final Fantasy X did 10 years ago. How is that innovation again? Making your RPG have less options is innovation? copying the visual design limitations of a PS2 JRPG?


Wait, how does this have anything to do with Final Fantasy? Final Fantasy has never had customizable outfits (well unless you count X-2. :P) I don't understand why people think it's THAT important that their characters outfits change. I don't think it's unreasonable as a developer for you to want the character YOU created to stay in character.

#200
Fidget6

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fchopin wrote...

If the guy had so much dislike for DAO then he was obviously the wrong person to do DA2.


He did DAO as well.....