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Continuation and/or Resurrection of the DA franchise


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#51
Dethares

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DrunkDeadman wrote...

More violin and cello influences on some of the battle themes could help to out as well.


........ apocalyptica...........(lol) Image IPB

#52
Morroian

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Zjarcal wrote...

The thing is, I have no fundamental issue with any of the design decisions about the direction DA2 was taken into. My issue is with the things that were rushed and not fully developed (the soundtrack, the recycled locations). I feel that with 6 more months to a year of extra development time, DA2 would've been everything it was meant to be.

This should be emphasised, take a year extra if required to give the game polish and make sure enough environments are made so that re-use isn't OTT.

#53
Morroian

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BubbleDncr wrote...

I just want Persuade/Intimidate options to be back.

They basically are the "skip combat" button that people who play for story want - and yes, there were some places where you could pick the right dialog choice and that would skip combat (like fighting the dalish elves), but now it just feels like luck, whereas when you have persuade and intimidate as thing you actively put point into, it feels like you actually did something special.

I think they should take what they did in DA2 and expand it rather than moving back to the simplistic stats basis of DAO. Something like what Brock mentioned, have more persuasion oriented dialogue options.

#54
Morroian

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Another thing, release a toolset, it would go a long way towards regaining goodwill.

#55
Aggie Punbot

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Good things about DA2, eh? Well, I suppose I'll be ripped apart for this but I'm going to mention some of the small things that I really liked:

- The 'You have this much XP needed before you level up' bar traveling the length of the bottom of the screen. Nice touch.
- Labelling junk items as junk and letting us sell it all with one click of a button. On a similar note:
- ...allowing us to mark certain items as junk.
- The ability to change our appearance in the Black Emporium. 98% satisfaction here (the 2% lacking is because your family's skintone does not change when yours does, but meh).
- [Controversial] The quest journal telling me when a companion wants to talk to me. It helps me not accidentally miss important conversations due to micromanaging other things.
- I for one happen to love, love, LOVE the voiced protagonist. Sarcastic Hawke does such a good job and has made me literally laugh out loud quite often.
- Having your siblings be two completely different characters instead of clones of each other due to a SPOILER happening at the beginning of the game. I don't care what people say, having a grouchy younger brother is a lot of fun. Deliberately antagonizing a beloved and kind younger sibling is sadistic; doing the same to a cranky sibling is FUN!
- Minimizing the amount of gifts but keeping a couple for 'major' relationship boosts at certain points. No more constantly bribing your way into someone's good/bad graces!
- I adore the redesigned leather armor. I wish it were an option to simply upgrade the armor itself instead of having to swap it out for better gear later.

What I would like to see in future installments:
- If being an apostate is as big of a deal as it was in this game, I wish we could have more options of wearing magically-enhanced armor instead of "I'm a Mage! Arrest me!" robes.

Modifié par TS2Aggie, 01 avril 2011 - 06:25 .


#56
Roronoryu

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1) Combat
The combat is awesome as it is. Strong and dynamic. I am really enjoying every battle in da2, but there are elements which needs improvement.

Amputations: Really, are you like it? I mean, is this really a good way to amputate someone? Cutting him into pieces? With a single hit?!? No way! I love the amputations in games but not in this way. Also, why a mage with a simple hit of his staff can turn into pieces someone, is another mystery...
(One thing that i really cannot understand is why when i amputate someone [humanoid specific] he always turns bald :D ). Anyway look in Ninja Gaiden II and see how the amputations must be.

Spawning System: Oh maker. You want the enemies to jump from roofs and windows or even from the outer space? OK. But hell no all the time!! It's ridiculous. Additionally, these enemies must be at least rogues, or else make a new race and call it Spidermans.

Wave System: I, personally, like this system. Not exactly as it is, but at least the idea. The problem is when you combine this with the... spidermans, then yes, it's annoying. They don't let you think tactically. You try to place your party as best as you can and then... surprise!! The spidermans! They are in front-back-right-left of you! In 2 secs you are surrounded by enemies. You say... think like general and fight like Spartan.. Well as i am from Greece and i can say that Spartans never surrounded :) .

Auto attack-targeting: Excellent! It's really nice! Because of this smart and simple new element, all the compat system has a better flow. The only thing that you have to improve is: for example, there is an enemy near to you but he is more high than you, because he is on the stairs for example. When you press the "R" (for PC) it starts the auto attack-targeting. If your character is warrior or rogue it starts to hit the stairs, because he CAN'T understand that he has to climb the stairs... This is a proof of poor AI. Please create a better AI in DA3.


2) Music - Sound
I don't have to say a lot about the music and the sound of both games (DAO, DA2). About the music... ehh INON! ok, YOU ARE AMAZING. The system of the music which it depends from the enemies the life etc it's fantastic.
About voice acting... ehh BIOWARE, you kick asses. You guys know how to choose voice actors. Keep the good work.


3) Story
I really enjoyed the story of da2. It was well-writing and nice connected with the story of dao. Nevertheless there are players who didn't like the story of da2. I believe that you guys in Bioware did everything you can to achieve this.
Quests: There are sooo many side-quests (useless) to finish which didn't let you to concentrate in the main plot. There are so many side-quests which some time you forget completely what was the main plot! It is a shame because the main story is really good. But i know... you had somehow to fill the game... ok, but no in this way. You destroying the story like this.


4) Environments
Hey guys, are you forgot how to make environments? Ok then, i suggest you to look at Awakening and remember again. This is really what you need to do.

Recycled-maps: It was annoying that how many times i had to travel at the same and the same and the same place for a similar, and similar, and similar quest. It was also annoying that you knew that it was annoying and you didn't anything for this. Don't say this poor excuse about "but you know the story was like this and..." . I would be glad to hear from you this, "sorry guys, we know, we rushed this game"


5) Graphics
I am really disappointed with the graphics of da2. I didn't expect to see such a poor improvement from dao. When other games makes big steps in this section (like The Elder Scrolls V: Skyrim, Final Fantasy 13, Witcher 2 and a lot more), Dragon Age 2 was almost the same as origins. I suggest you to see from other games what are the current standards, learn, and create. I believe that the graphics of a game is the better shop window in every game. Someone who wants to buy something, the first best impression is the appearance. This is what i believe anyway.

6) Enemies
The enemies and the fantasy you have for them is really something special. So? So why you spend this wonderful fantasy of you making things like... Orsino? Hell no! Why i have to fight a creature which i fought AT A DLC as a boss just before the grand finale of the game!?!?! Please bioware, don't spend this fantasy like this... Create UNIQUE bosses!! Bosses worth to be remember...
It Seems lazy for a gamer when he meets a boss which he fought before. Are you wonder how many dao-dlc-players said "wow! this is cool" when Orsino transformed? None! Only the newcomers of the series.

Here, i will stop. Sorry for the big list, but as a big fan of your games i had to do a big list :) . I really care about dragon age series and i want to be a big success among the rpg genre. Also sorry for my English but as i said before i am greek and i tried to write as good as i can.

Modifié par Roronoryu, 01 avril 2011 - 06:37 .


#57
scpulley

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- STORY, let's actually do a full one next time. The biggest killer for me was a great story concept wasted on a halfassed execution. I think the biggest weakness there was no consistent thread that tied the character to the end so really, by the time you got there, you didn't care about the big decision we were told we'd make and was the focus of the game. That and really the choice was meaningless because it lead to the same bloody ending and empty cliffhanger. It didn't get me excited for DA 3, it just reminded me that DAO despite it's flaws at least got it's story right. DA 2 failed completely here.

Really that is what I feel was worst part of the game. I can live with the game play, it was decent, I don't think you should spend too much time going back and redoing it again. Honestly, I liked how DA 2 played, but just work that full story in. Also, don't go around telling everyone you are trying to save the RPG from your fans because they don't know any better. Pretty much pisses people off and make them not want to get a game from you guys again. Stick to the group that has put money in your pockets, as soon as you tell the world you don't care about your customers, your customer stop caring about your products.

#58
justin_sayne1

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I would love to see the two style come into their own. DA:O reminded me why I liked this genre, and reminded me of my love for the old MicroProse game Darklands, which was epic for its time. There was a lot to be said for that. DA2 was more of a driving story, and there is something to be said for that as well. Perhaps each deserves a true sequel?

That said, being able to strategically armor companions was a good thing.
DA:O may have had as much re-use of room architecture as DA2 but it did not feel like it. (Being able to see the cut off areas on the map broke the last shred of illusion on that front.)

#59
Rathany

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I'm replaying everything starting from DA:O right now and I feel like I had a lot more conversations with companion characters than I did in DA2. Also, with the 'party camp' I could choose to go kill things or to work on getting to know the party depending on my mood.

I adore Fenris, but I feel like I didn't get to know him as well as I did Leliana. I didn't like Leliana at first, but once I took the time to talk to her I started to adore her. How she developed and how a player can get to know her was amazing.

I prefer the faster combat and the blissful lack of load time of DA:2.

I really hope that 3 gets the development time it needs to be a great game.

I like the armor upgrade system. It makes for better visuals, makes good sense for characterization, but I do miss being able to strip my party. I hope three will have the time and development to bring back the more ... fun cutscenes :)

#60
Firky

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Rathany wrote...
Also, with the 'party camp' I could choose to go kill things or to work on getting to know the party depending on my mood.


That's a good point, IMO. In DAII, I did like the combat/story balance (I tend to like more combat, less conversation.) And it felt like I was earning dialogue - because it was unlocked and sparser. Having said that, there are just some times when you just feel like having a chat with the characters too. I'm pretty sure I only saw 60% of the Origins companion dialogue, but I knew it was there if I wanted to just go chat.

#61
JimReaperROK

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DA2 Combat with auto attack
DA2 Resource System
Everything else from DAO
Some kinda compromise between unique companion armor and customisation.
More armor sets
More unique weapons
Get rid of junk unless junk items such as broken sword can be used to craft new unique items. Giving a blacksmith a combination of junk items and some crafting resources will produce unique weapons and armor.
Keep DA2 talent tree but allow one specialization choice for each companion.
Keep a player home/base but dont have companions have their own homes, allow talking to companions anywhere like in DAO
Dont recycle maps.
Allow travel to different countries, areas etc by either walking, or by ship. I want to explore different cultures in one game, travel to orlais then par vollen then ferelden whatever. Have the game based in one town ie, Orlais but allow quests in different countries.
A Qunari companion or two. DA2 qunari model.
Sandal as companion.

#62
scq

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The new character designs are amazing, and I personally really love the new race looks, though some specific characters do come off as a little awkward. The argument that certain elves are ugly is just invalid because elves can be attractive and unattractive just the same as people. There was a lot of beautiful concept work for the city but it just seems to have fallen short a little in terms of the feel of each area over another and the lack of change over time.

The new characters are also great, and the party banter is amazing. I would love to see that happen again, and even perhaps the Mass Effect team could learn from you guys as I always found Shepard's crew to be somewhat quiet. If you're saving the galaxy together and you're out kicking ass, you think you'd have a thing or two to say to your teammates. The dialogue wheel criticism and voiced protagonist is absurd. I think one of the issues was that some of the voice acting for Hawke may have fallen short and some people thought that Hawke came off as rude and unnecessarily sarcastic even when they went for peaceful or neutral choices. This may just have to do with tone and not writing.

DA2 has a lot of great potential and while I still love DA2, I think there were a lot of unfortunately missed opportunities. I think in a lot of ways, it was conceptually much more interesting than DA:O, so I don't think returning to DA:O is a good idea at all, but perhaps learn from DA2 and produce something much more refined and resolved with the amazing art direction the game is going in and what I believe to be an interesting willingness to explore alternative narrative structures.

I really look forward to DA3 (I'm just assuming it's in development or will be soon). It looks like Bioware has a solid team and solid ideas, and while DA2 may have been a little awkward here and there, hopefully they'll be able to sift through the trolls and find the valid criticism and produce a game as large in scale and resolved as DA:O with the ambition of DA2.

Modifié par scq, 01 avril 2011 - 07:26 .


#63
Sabriana

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No more waves. It was annoying.

No more abilities for the NPC's that my PC and her companions have no access to. If they (NPC's) can teleport, then so should my PC/companions, for example.

I dislike the 'paraphrase' wheel. Oftentimes something completely different than what I expected came out of my Hawke's mouth. I wanted to hit her over the head, because it was in direct contradiction of what I expected, and wanted her to say.

I don't like that my PC can't share her spoils with her companions. I don't like the "you can't change their armor" bit. It's a single player game, what I do with their outfits should not matter to any kind of crowd/other player(s). They don't change their outfit for 10 years? Ehh..., what?

No more recycled dungeons/houses/whathaveyou. It was very, very jarring, and very, very boring.

I did like it that the companion had their own abodes. But nothing ever changed there. Not in 10 years. That was especially jarring in one instance. Jarring, and completely unbelievable.

The main story was supposedly the one factions vs. the other faction. Yet, my PC was of one faction, but very rarely did anyone ever seem to realize/notice that. If they did, they reacted completely different than they reacted to others of my PC's faction. With them it was "off with their heads, lock 'em up and throw away the key, etc". With my PC it was "Oh, you are a mage? Well, I'll overlook if for now." It was simply weird. Of the companions, only her brother reacted, as did Fenris in a few instances.

Make my PC pro-active, not reactive. My poor Hawke always seemed to get hit by a rail-road cart, and then spent her time trying to fix things. Nothing she could do influenced anything. Well, there were some, but those were mostly inconsequential.

Companion interaction needs to get much closer to DA:O style.

Get rid of that time-machine. It did more harm that good to the story imo.

If you absolutely have to confine a story to a small area, for heavens sake, make the area dynamic, changing, reflecting the passage of time. Most of all, give it some life, please.

There is more that could be fixed. Those are just the things that bothered me the most. I would most likely be able to pinpoint them, but I'd have to play through again. ATM however, I just can't bring myself to do so. Oh well, perhaps I'll be successful in talking myself into it later on today.

#64
Katzen

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Keep from DA:Origins
- More alive environments (things like the mages casting spells at each other in the circle, prayers beings said in the chantry - little touches like that)
- being able to talk to your companions anywhere
- no voiced character, more conversation choices
- choices that change outcomes!!

Keep from DA:2
- new skill trees were nice
- Cullen is really well done
- new Qunari/Qunari mages
- learning more about Tevinter

#65
artsangel

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(Edit: Egads. Wall of text ahead. I didn't realise I typed so much!)

Story:

While I enjoyed the overall story, and not saving the world from a great evil, it needed more direction. Having a clear goal / purpose early on in the game like DA:O would have done more to keep players engrossed and interested beyond running dozens of seemingly unrelated quests and gold-gathering. There was also a terrible incongruity between the codex / world and the actual gameplay, as many people have pointed out. Mages teleporting, templars ignoring your use of magic, etc. I wouldn't have minded them overlooking it, if they'd only just said something ("I saw you use magic, but you helped, so I'll ignore it, but mind yourself in future") or you had the opportunity to threaten them to stay quiet about it. Or maybe you could even be sent to the circle, only to escape!
As for the ten years thing... it wasn't implemented well. Having those three year skips didn't work, because very little seemed to change. If the game takes place over a long time again, I'd like to see shorter time skips so it's not so strange when your companions pick up conversations they previously started several years back. People just don't -do- that in real life ("hey, remember that talk we had three years back?"). Honestly I'd prefer the game to just take place in real time again. Framed narrative was cool, but it wasn't used to it's best potential (come on, only TWO exaggerated sequences? Wasted opportunity there :)

Combat:

I enjoyed most of the combat. I liked not having casting times on spells, I liked the faster feel. I missed being able to switch out weapons. But I didn't like enemy waves, it always ruined my mage / archer positioning. So I think this is mostly good from DA2, just a couple of small things from DA:O should be brought back. I'd like to see the return of custom specialisations for companions. And more of them. I do miss my arcane warrior :(

Player:

Definitely keep the voiced protagonist. Yes, my character in DA:O did feel more like "me" without a voice. But they also felt like a bystander most of the time as a result. I don't know if this is feasible, but could there be a way to implement a minor pitch shift option? So the player could perhaps make the voice a little deeper, or a little higher, to fit their character. Nothing major enough to sound ridiculous, but enough to give the feel of customisation.
I'd also like to see the return of races / origins. It didn't have a huge bearing on the DA:O overall story, but it was enough to add more replay value. A pitch shift could work with that as well, and mean only needing a single male & female voice actor. Higher voice for an elf, deeper voice for a dwarf, for example.

Gameplay:

Dialog wheel & icons, I loved. Though I'd still like to see more choices beyond personality. Most of the time, things instantly ended up the same no matter what you did. DA:O felt like it had a lot more choice. Saving the elves, keeping the anvil of the void, siding with mages or templars... I'd like to see the return of these kinds of decisions. Make my character influence the world. I have enough lack of influence in the real world, let me RP and be a hero :)

Environment

Been said a million times. Map reuse has to go. The caves, mansions, houses... they were all gorgeous. With the exception of the deep roads, they were all much better looking than DA:O. But, seeing them over and over as supposedly different locations was tiresome. If we have to have slightly less pretty dungeons so we can have more of them, I think most would be willing to see that compromise.
Also, more locations. I'd like to see the next game set in a country again, not a city. While I really liked Kirkwall, it does get a bit boring after a while.
Also... more wildlife. DA:O had crows, chickens, halla, goats, cats... it made the world seem more alive and real. So a return of animals would be nice.

Characters

All the usual excellent Bioware stuff needs to stay. Party banter, romances, wonderfully written interesting characters. I understand that random companion discussions were removed in favour of discussions based around their three-part personal questlines. So a compromise perhaps? Maybe only one or two parts to their personal quest (so, more than the single quick quest of Origins) so that there is more speech-budget for the casual conversations about them like Origins had. And yeah, I want to be able to smooch/bed my LI whenever I like after it's happened the first time ;) Hopeless romantic here.
New gift system was much better, although I would have liked to a) actually -see- the gifts instead of them always being off screen, and B) have more of them. 2 or 3 each maybe? Some DA2 companions only got 1!
Home bases were good for the setting. If the next game has the party travelling, then a camp. If they have a home, then stick to that. Whatever makes sense for the story.
As for armour... hm. I didn't mind not being able to equip them myself, but I would like to see some changes in outfits. I think someone earlier mentioned a great idea - build their costume out of components, and each time you 'upgrade' their armour, you'd see a change to their model to add that part. Sebastian for example was made up of a leather jerkin, chainmail, then armour plate. Each of those things could be an upgrade to add.

I think that covers it. Overall I think DA2 did a lot of excellent things, but fell short in a few places. I still played it through just as many times as DA:O. I have very high hopes for DA3. Just... don't rush it! I'll go over there and smack EA myself if they want you to pump out another game in a year >: )

tl;dr: Characters good. Gameplay good. Story good but needed focus. Environments pretty but needed variety.

Modifié par artsangel, 01 avril 2011 - 09:11 .


#66
Aggie Punbot

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Oh, one thing to add for next time (and this is purely a selfish cosmetic request): The option to "copy" a face so it can be used again in a new game. Actually, giving the CC face codes would be pretty sweet but heaven forbid how loud the squawking would be from people that are afraid that this game is becoming too much like Mass Effect.

#67
Guest_Inarborat_*

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I agree with a lot that has been posted and apologies for repeating anything. 

Combat:  Get rid of the waves and scaling.  When I'm fighting the same grunts at level 5 or level 20, it makes combat very tedious. I never once felt powerful in the game, I just had access to more active abilities.   I love it when an rpg has areas that are too tough for me and I always think of those places/enemies..."Keep leveling up and I will destroy you later."

Set the scene more if using a pre-defined main character.  Origins set it wonderfully with each opening story but DAII's skipped way too much possible content that could have really connected the player to Hawke and his/her family.

Make my choices matter.  I thought they did matter during the middle of the game but ultimately DAII was a completely linear experience with an illusion of choice.   Very disappointing.

Go back to the Origins' way of tying specializations to quests and the story.  It adds to a second playthrough's value and the overall story.  No rhyme or reason was given for becoming a Reaver or a Blood Mage.

Make the boss battles more strategic with exploits the player can see by studying the combat.  Demon's Souls nailed unique boss battles that appear difficult but reward the cautious, calculating player.  A gigantic health bar that slowly gets whittled to zero is an archaic, boring game mechanic. 

Bioware, please take your time with the next game.  I know it's out of your hands and more complicated than what I understand but no one's going to suddenly forget a Dragon Age or Mass Effect game. 

Don't forsake the lore of Origins.  After the third mage turning into a demon no matter what I said, I really began to lose interest in the game's main conflict.  My stance of helping mages seemed foolish and helped me to despise every mage npc. 

#68
Basti88

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- rpg elements: I rly would like to see scabbards for swords/daggers ... cloaks,capes and weather etc..
- combat: well its hard... i would prefer a mix of DA:O and DA2 but i dont know how to explain or describe it.... oh i know "action but slower" :)
- character interaction: more like Dragon Age Origins
- characters: more like Dragon age 2
- story: your storys are always deep, dark and epic so dont change it :)
- HUD: like Dragon Age:Origins
- voiced charakter
- Don't recycle
- development time: i think we can wait so take your time :)

have a nice day :D

Modifié par Basti88, 01 avril 2011 - 11:03 .


#69
JediHealerCosmin

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Hmmm... well let me think:

Gameplay - fun and satisfying. Please bring back the old camera from DAO. The boss fights are really great, the tactics and multiple phases are excellent, but please reduce their health so we won't have hour long fights anymore.
                    - bring companion customization back

Story - very artistic and interesting (liked it very much), however I strongly prefer an epic tale over this
           - please stop using the Revan formula as an ''ending''
           - companion's interactions with one another was brilliant, but their dialogue was lacking; party banter felt way longer than your actual conversations with them
           - use a magic wand to send Leliana back to my Warden (only kidding, but feel free to do something similar ;)
           - more playable races please; humans are becoming annoying :P 
         

#70
Eudaemonium

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Elements I liked in DA2 and would like to see expanded on:

- The new skill trees were a vast improvement on Origins. Hopefully in future we can see an expansion of this system.
- Cross-class Combos. Particularly on higher difficulties, these were an excellent tactical element. However, I miss the more-specific spell-combos from Origins. I think a more-fleshed-out system which was both more varied (more effects/exploits) and more specific (specific abilities combining for unique effects) would make combat more tactical and interesting.
- Combat in general. It was much funner than Origins, and on higher difficulties far more tactical.
- Unique Companion outfits. I liked the unique appearances, however like others here I think it should have been expanded. Possibly with several (2-4 would have been okay, even) unique outfits with different statistical bonuses that we could have chosen between. Or, indeed, unique models that the player gets to customise, so that the player has more control but retains the companions' uniqueness.
- Voiced protagonist. I thought Hawke was done astoundingly well in most situations, managing to balance player-direction with a character who felt like they had a place in the story. Much better than Shepard (who feels like a character in the story but not really mine) or the Warden (who feels like my character but also rather incidental). I'd love to see Bioware expand on the Hawke-style of protagonist in future titles.
- Companion banter, obviously.
- Companion quests - these were very well done. I loved the progression and hope to see it returned to in future titles.
- Companions - I liked the DA2 crowd just as much as the Origins crowd, albeit in different ways. That said, I think front-loading the interactions more would have helped contribute more. For example, you meet these characters and know a bit about them and you have to trust them almost instantly, learning little about (some of) them until 3-6 years have passed. Having more interactions early on to introduce the player to the character and then fleshing it out later with quests/etcetera would have been a better system.

Things that I needed overhauling:

- The enemy archetypes and enemy variety in general. Origins had a lot of variety and Awakening expanded on that, however DA2 had nothing near the amount of opponents (which cannot be just put down to new art, since alot of the models were identical). Similarly, the archetypes are a good basic system but needed to be built on and expanded. It is silly that identical tactics work for a rogue thug, templar hunter and rage demon. Even if they share features they should behave differently and different tactics should be required. Part of this could be covered by giving them more unique abilities related to their specificities.
- In a similar vein, unique super-boss models: I was disappointed that some of the super-bosses just had regular models (desire demon, pide demon, etcetera). The player needs to feel that these are epic encounters and having a model they've seen 50,000 times before doesn't really help do this. Plus its just awesome.
- Area variety, obviously. Less generic recycled dungeons. When I go into a sewer I want it to be a sewer, not another warehouse. Similarly with the identical caves, with the same textures and everything. Not editing the minimap contributed considerably to the lack of immersion.
- Pacing. I enjoyed Act 1, but a lot of people found it too long and disconnected. Act 2 was amazing, but Act 3 suffered from distinct pacing problems and a rather forced conclusion. Cutting some of the fluff from the earlier Acts and using teh resources here probably would ahve made a lot of difference.
- Waves in combat. By all means have these in certain encounters, since they serve a tactical function (good examples would be the quests for clearing out the street thug bases, and the Wayward Son final encounter). Nonetheless, having them in every encounter was just silly and stretched believability at several points.
- Teleporting Mages and other lore-inconsistent abilities. Don't tell us that mages cannot teleport and then have every NPC mage do it in every fight. I understand that lore sometimes has to take a back seat to gameplay mechanics, but situtions like this could have been easily avoided with other abilities (mage invincibility shield, higher firepower, strategic advantage [like being up some stairs the player can't easily access]).

Things from Origins I want back:

- Finishers. I know this might be difficult to pull off with regards to the faster combat flow, but exploding enemies is just silly (unless you walking-bomb them). Personally, I think tying it into an expanded CCC-system might be a good way to implement it, with finishers triggering under certain conditions.
- Random encounters. You'd probably need a more expansive map for this, but it worked in Awakening which also takes place in a small geographical area, and heck even in Denerim in Origins. I just enjoyed them, and feel that they contributed to a sense of scope.
- Enemy variety. See above. A sequel is supposed to expand, not reduce and this was one area I felt there was little excuse (beyond stretching believability within the limited areas).

Other points:

I know DA (and Bioware games in general) have never really been about the 'sand-box' feel, but if in the future you base a game around a limited location like Kirkwall, allow us to explore it in real time. Let us run up that huge stone staircase to high-town. Even if you populated corners with random alleys that contributed nothing other than a sense of scale, that would be pleasant. Let us get lost in back-alleys, find hidden items in random locations, etcetera. The limited areas worked well in DAO because you really didn't spend much time in each one (and could pretend that it was only part of a larger whole), but Kirkwall (as the focus) needed to let the players explore a lot more and give the city a sense of scope and grandeur.

#71
Rykoth

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Keep Hawke's story going.

Expand on it more.

- In DLCs, try and release character focused DLCs. Come out with one that might say, focus on Isabela, or on Merrill etc. That way those who think the companions were weak can be fulfilled and those of us content will be even more so

- DA2 Expac should also be character focused. Do not give us new companions. Give us who we have left after DA2.

#72
BounceDK

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If this is what has become of the franchise I say let it die, and let it die quick.

#73
NKKKK

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What's this? IS Laidlaw on the road to redemption?

#74
Wyndham711

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I do not think that DA2 actually, in practice introduced anything of value to the franchise. Though, on a conceptual I liked the fact that it took place in a country outside of Ferelden, and... well that's just about it.

I wish the team brings back all the strengths of Origins, and develops those further in the possible sequel. More tactical combat, origin-stories, more realistic animations, more customization, deep roleplaying, voiceless PC, tactical camera, grandeur of the questlines, important decisions, etc. And on top of those, new interesting gameplay systems should be added. For example things like increased importance of specialising one's class (and give it more reactivity also in terms of storyline), lyrium addiction system, bring back things like the fatigue system or introduce some new comparative system.

#75
Rob Sabbaggio

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I really hope we get a Dragon Age 3 with the following:

- keep the conversation wheel and voiced protagonist, but add a neutral/silent option alongside the comic, aggressive and pacific responses. Sometimes I just wanted to keep a poker face on, and it would be nice to have this option.

- keep the skill trees from DA2, but make them longer and more detailed.

- I liked the conversation with companions system in DA2, I liked them having homes that we could visit. However, I would like to see more conversations, more interaction, more changes in appearance, attitude in response to time, your choices etc. The characters are always one of the best bits in Bioware games, I want more!

- more stuff to do with romances. When Bioware romances culminate there is usually very little to do with them, and thats sad. I romanced Merill, but once she moved in I couldnt talk to her, she just stood there complaining about Sandal! ME2 was a little better, with the invite up option, but even lack wasnt that much. It doesnt have to become sims, but surely there is room for more here.

- I liked the framed narrative over time, but things didnt really change that much over the time jumps. There was some good bits - like the statue - but in general I dont think DA2 made the best use of the extra scope for changes offered (especially given that most of the game was set in one place). For example, for a game thats all about family, why couldnt Hawke have had a baby with LI? The game does span ten years after all. It which would open up whole new interaction and quest possibilities.

- I have no problem with companion armour being locked (you dont see Aragorn in LOTR suggesting to Legolas he should change his clothes!) but it would still be nice to acquire some upgrades, or change over time.

- an option to turn off the exploding bodies in combat. I felt that was an immersion breaker, no one is that good at swinging a sword!

- In general I liked the pace and flourished of the combat in DA2, but at times it did get a little too quick. I would like to see stamina having more impact. For example, as stamina reduces you run slower and attack less frequently. That would make things a lot more realistic and also increase the strategic element (stamina conversation).

- I loved the lack of a central villian and avoiding a cliched fantasy plot in DA2. More of this please.

- more character customisation options. Especially for us bearded long haired types! Also, the ability to set height, weight etc.

- more places to visit, like in DAO. While I loved DA2, there wasnt much variety in locations (and thats before you mention the reused assets). Some of the vistas were brilliant looking, it would be nice to see more of this.

- a read/unread option for quests and codexes. I hate having to play hunt the new entry.

- extra item descriptions or more unique items like in DAO. DA2 went a little too far in stripping this element down IMO. I do realise that its unlikely that when you acquire a new item you are going to know everything about it, but surely some famous items should be well-known enough to have a bit of a backstory.

- if characters return, make sure previous decisions are reflected and bring back our LIs. And try and avoid continuation errors.

- more quests that are non-combat focused. For example, Alpha Protocol and Mass Effect had missions that didnt involved combat e.g. Thane and Samara's loyalty missions, and I feel it would be nice to have more quests that dont end with an inevitable and highly predicatable boss battle. Also, more options for peaceful resolutions would be nice.

Phew, I think that will do for now.