Race/Origins/Titles and Enviroment
Choice who and what my champion is, whether rogue, mage, warrior, female, male, elf, ankle biter or human even Qunari. Also the ability to become hero on things I choose to do (route I take more specifically and decisions I choose such as a selection or variation in titles if you use titles again depending on route you take through the game like save a city or let it burn give different titles much like how origins gave you such choices is by far the best option for me). More open world where each area has its own feel and unique such both within a city(s) and towns and far outside it. Choices of character race/class and personally background (origin).
DLC and Replayability
Given it is around a year or two between new releases and fact they keep making DLC to keep people playing and paying to replay their titles clearly they have to understand replay value or value for money is what people want and choices and replayability is at the core of that imho.
Passing of time and Enviroment
No more large time jumps for a main character Who just so happens to suffer from narcolepsy and slips into a coma for years at a time between arcs probably due to being trapped in the same place seeing the same walls and caves for years and years no matter where he goes with no real world changes apparently in the land or city that the hero is based in when wakes up wearing same clothes as applies also to his companions and NPCs. So no more horrible "years go by" clichés like in DA2 please with a few sentences description of what took place in those years. The principle of passing time is a good one but handled extremely poorly in DA2.
Arishok and Companions
I loved the Arishok btw, I would gladly have replaced any party member with him. I want with my companions the ability to talk to them anytime like DAO where they could stop you at anytime and start a dialogue or go to them anytime and do the same not wait till there's a quest unlocked at (x) time during game play and at all other times they are nothing more than background noise.
Auto attack
Auto attack was a promised feature and one which was in the original game which people have been asking for and promised in the second in series which never made it into the game on consoles due to a Bioware error between them and master disc process (whoever they used if not done in-house) so a working autoattack option from the start even if the player chooses not to use it, is needed next time with no mistakes during mastering while missing the auto attack feature isn't game breaking for me it does reduce enthusiasm from a standpoint I would like the ability to play like I did in DAO if I so chose.
Customisation and Loot
I don't actually like the limitation of custumisation with DA2. It was a downside to the game for me not a positive. There was very little more annoying than loads of gear drops that cannot use on anyone and the problem isn't that the items were dropped, it was the fact all the freedom to use them (campanions appearance) was locked. I think I made only half dozen item changes in whole game. If anything it will go in the negative column when going through pros and cons of next in series for me to buy or not.
Some people like it others do not, I happen to fall into the not catagory. If some people don't like that then at least an option it from settings, either an manual equip gear yourself option or an off option in which they are given default gears maybe a choice of 3-5 sets. But companion custimisation not just runes trinkets and weapons which there is no excuse not to have given the same gear sort of drops were in DA2 only you were blocked from using them as the only difference between DAO and DA2.
With regard to armour customisation to be akin to DA:O in that the stats dictate what you can wear but with the added element of what proposed here, having sets made up of peices, such peices would be unique to which ever companion or character equips it inline with the figure and shape and persona of that character. Therefore keeping the unique quality but tailoring every peice to all classes/companions instead of limiting to individual specific classes. It would mean more work for them making each item available and different to each companion incase the player decides to pump stats to allow the usage of any specific armour peices.
There is an issue which is whether or not to keep stats on the armour constant or allowed adaption based on player choice picking different class to use it on. For example plate when equiped by rogue might say have dex instead of str or whether the armour stats are constant meaning peice gives str regardless of which class equips it. Not sure what they would do with regard to that part. In theory there is a downside to the adaption theory being everyone would just wear plate all the time, so I think solution would either be reduced stat benefits if not mean't for that class compared to better ones (stats) when placed on the correct class or maybe like said make all peices set in stone constant stats regardless of class uses it.
Both these elements increase time and effort to create and spend on this aspect during development and I am slightly concerned the cause and effect of additional time spent will mean the sacrifice or detriment of another elements or even the same element meaning less peices and sets being created due to more time taking to create. Thats my only concern.
Story/Plot and Choices/Consequences
I want to feel special in the next title using the scale and scope and choices making a difference not just how it you say something, but more importantly what you say affecting changes in the world around you. I buy games for that feeling, not like the feeling simply a bystander of a main character like in DA2. Less soap opera more grand epic adventure for the next one please.
It's not just about the impact of those choices between two games with one having more impact than the other but also about how they were implemented. DA2 the choices were very much more bottlenecked and direction was by far a lot more forced in what got picked compared to DAO. I have given examples before about picking choices and being over-ridden by companions or NPCs or plain ignoring of your choice which happens a few times which again I have given examples of before. This was how DA2 was made and was intentional even though badly done at same time, the whole game is about being powerless, inevitability or swimming against the tide imho and this came through very much through in the aspect of choices being ignored even when given the opportunity to say no to something then happens anyways or your choice is over-ridden.
Some examples of this are flemmeths quest at start, some of merrills quests, entering the city, sister patrice moments and especially around the the end of game. It's bad design to give you choice of saying no to something or refuse to do something, say will kill or stop someone or even choose a side or option given to you then it is literally taken away from you specifically after making the choice offered to you already through dialogue. Illusion of choice in DA2 became less about using imagination and more about making excuses for why things happened with bottlenecking playing biggest part which in itself became a flaw because of how badly was implemented.
While both games allowed choices the second title was designed to give the feeling of powerlessness akin to swept up in events unfolding, the biggest difference is how badly it was done in DA2 compared to DAO as it is obvious for those who don't spend all their time making up excuses for why when you get given the option it is snatched away from you either by NPCs or by plain poor design.
This has no effect on some people who like playing DA2 irrespective of that aspect but the difference between DAO choices and DA2 is simply quality, DAO was higher quality than DA2 in this regard; it was done better. This is my personal opinion and people are free to feel different but I have no intention of being baited or arguing with anyone about it which if they disagree then I hereby already state I agree to disagree regardless of if you also agree to that.
Immersion and Cause/Effect
You could literally sit in the gallows offering up newborn babies to blood magic demon gods and no-one would care in DA2 (if Bioware let you) not only would they not care they would reward you with bigger house and a grand title. Alternatively you could go around handing out love and peace and occasionally pull your pants down run around flapping your arms while clucking like a chicken and the citizens of Kirkwall will give you a bigger house and a grand title which I don't like about DA2. It was just a little too forced one direction if you know what I mean. From the choices you make, the routes you take, who you become and what you affect all are big things to me as is exploration. Freedom and choices even if in act form that lead to visible clear difference in how each act ends with a possible cumulative effect on the story is something I really want in games.
Enviroment and Exploration
World exploration or at least continent not one city and a few trips to one map on a mountain and beach. For example a combination of every city within the game was scale and size of Kirkwall but was many cities in the continent that would be bliss from a gaming perspective and with Bluray this isn't out of the question (if time wasn't a factor coming from EA), I'd rather wait 5-6 years for that and fill the time with DLC than short games without imho Technically quite possible storage wise DA2 fits on a Bluray disc like a drop in the ocean and a lot of games use multiple discs so that too is an option. But DO NOT re-use entire maps for the love of god.
Nudity and Sex
The sex scenes are like 2 people having fits in DA2 and the lack of any nudity in a 18+ rated game seems odd as you go about ripping the heads of ogres and such 24/7 covered in blood yet they blocked nudity to a very large degree.
Music
The end music song "Florence And The Machine - I'm not calling you a liar". Really was a great touch given the topic of the story based on Varrics story being told of events and him being a story teller with aspects possibly lying about. Combining a great song appropriatly is good and imho using songs with lyrics rather than just instrumental or ethereal based music is fine with me sometimes even better.
Graphics and CC plus Scenery
The graphics in general I didn't mind so much in one specific regard and that was the some aspects of the scenery which seemed nicer, the water effect and sky. But the rest... Well, not great. (When I say scenery I do not mean the caves repeating or walls everywhere or even the colour palette what I mean specifically the beach area and mountain, everything else was meh at best including re-use of maps taken to extremes). I liked the improved CC graphics too with exception of hair and flesh. Player creation prior to story starting including before introduction (longer hair choices for males and less of a plastic look for hair in general as they all look like spent 5 years working in chip shop sort of greasy/plastic and all charcters made of rubber due to flesh tone and smoothness was not good). Also see last section of this review (additional thoughts section) to see what I think needs to be done as far as making the world a "living world". I did not like the new look of the elves at all, the same applies to the darkspawn however the qunari were ok to me I liked them with one exception I think they need toning down colour wise.
Ending
I don't mind playing a game and with negative outcomes or leave a lot ot the imagination but I did not in this title like certain party member and a dialogue choice at the end where one conversation direction choice gets blocked and then forced to kill both sides if pick either two remaining options regardless it literally gave an option but once pick that option the dialgue reset and repets then gives you the same option again without that choice present and have topick again. An ending that felt like an ending with room to follow up with DLC, is fine when done well (subjective preference dependant on content of the game leading up to that point and after) where "to be concluded..." feels natural instead of too forced in this case. I want choices in both DAO and DA2 to be shown to have a large enough effect in DA3 while not needed to be shown all at the end the affect has to be shown in a large degree prior to the end to make it not required for the end to make up for it, unfortunatlely in this case it did not feel that was enough impact prior to the end or at the end either due to lacking affect in the rest of the game.
Size/Scale and Quests
Each act (if use acts again) in game should not get smaller and smaller as progress imho in DA2 act 2 was 2/3 size act 1 and act 3 half size act 2 this put a large dampner on the game for me espcially given the nature of alot of quests being fetch type that don't even require the fetch part since start when find loot then hand in, this feels cheap to me and I would like them to be around equal size each time because that way I don't wish to be able to measure my overall play time in the sense "Ok finished Act 2 now only 1-2 hour of gameplay left".
Loot
All item loot regardless of junk or not needs descriptions whether funny or realistic/lore based or story which was removed or just plain too lazy to put in in DA2. I have no problem having a junk option but I would like to be the one who decides what is junk or not personally.
Story and Plot
Going to quote someone for second because described an aspect perfectly since did it so well.
iakus wrote...
DA2 did well in allowing you to shape Hawke. You could really decide what kind of "Champion" you end up being. There's plenty of rpgs out there that can't even do this well. However, what the game really didn't do was allow this Champion to have any real effect on Kirkwall. Events were pretty much locked in, all you could do was react to them. If, somehow during the endgame, the player's chocies had some sort of dramatic effect, there'd be much less disappointment.
Glitches/Bugs, Quests
For pity's sake no more making quests that you cannot complete... This was a problem in DAO and also in DA2 and Awakening if you got the Anders glitch like I did in it which was never fixed.
Combat, Mechanics and Difficulty
Combat mechanics in DA2 I didn't mind so much, with exception of waves of instant spawning mobs and the blood felt like was painted on in very specific way in which the locations of the blood always tended to be same spots. Monsters exploded like lego parts was not really a turn on for me. I liked the faster pace with less shuffle.
The 'reinforcement' system should not be used unless your being pitted against an army or vast battlefield, including 'some' boss based battles. The 'wave' or reinforcement system should not be used for every single fight ever in games. It's unrealistic and tedious. The teleporting should be left for mages and spirits and even then through animations that can attribute to casting a teleportation spell else just use the doors and such like supposed to when entering or exiting a place. There is no real tactical use for implementing the kind of waves in DA2.
When applying tactics the enemies must be using clear shown tactics in how came into the battle such as stage by stage type evolution of reinforcement (archers, warriors, casters etc minor and major mobs timed and more exaclty location based different approaches for units and mobs) and not willy nilly drop and spank method using completley random placement and units. Most battles should have set placements (static mobs) amount of units while the major battles (story and location based) should apply reinforcements method only (even then using real tactics to approach not just dropping in random units at random places). That is what I would like to see.
If it comes down to applying difficulty to the combat you improve the tactics using much better implementation of reinforcements AND more to my liking is the DAO approach of to make progression harder through the game via varying strength between different mob types and not auto leveling of all mobs to match your own level regardless of unit type. Not a wave system on every fight to make up for lack of difficulty. Bring in new unit types as progress, stronger specific units as the game progresses while keeping the older models and units weak as you out level them, more cannon fodder to back up the new stronger ones as progress in battles as opposed to linking the weak random bandits to your maximum level hero's.
I want more features relating to out of combat skills/abilities. If I recall one of the major topics of discussion from people was they said they wanted out of combat skills more widely implemented after DA2 was released. Cloaking and pick pocketing, locks and traps (done better than shown in DA2). But the general consensus was people liked the idea behind more such features not removal. I personally would also like the return of crafting by the player not what we got in DA2 with regard to just finding a resource and someone else making it. These sorts of things are part in parcel of the role playing experience for me and I would like both to be more present and improved upon.
I never found stealth a useless skill or pick pocket, both were fun and both were ~used therefore by definition was not a useless skill. As such should of kept them imho and I hope they come back. Same applies to crafting while some people may attack my view on this I think it needs without doubt to be deeper and opened up a great deal more to what can craft from more armour, weapons, potions, traps even runes, it seemed to me to be far too inadequate in DA2 for my personal liking. Ones that have possible uses in both elements from stealth which in battle can be used for scouting and out of combat combined with pick pocketing as alternative ways to complete quests. Just one example of many. Traps and such disarm or placement for purpose of ambush after scouting in stealth being another combat skill which adds tactical elements to fights and battles.
With regard to the problem they had with closing in on casters and ranged mobs, there I feel was no need for jutsu techniques. Tactics could be used instead, from standing behind walls worked in most case or behind rocks or trees they would have to come closer or around corners to attack you putting them within range of your melee characters. Limited supply of arrows or mana again opens up opportunities for closing the gaps. These tactical elements add to the enjoyment for some but I have to admit not for everyone. Having casters and ranged members on your team also can be used to counter such, it is after all a party based game with companions present most of the time. When you are forced in a segment to be alone they could alter the fights in that section to give ways around a problem rather than relying on what felt like teleportation even though the excuse was just to fast to see move (sorry might be bit mean but it's just not how it feels to me).
Voiced Dialogue VO
Voiced conversations I liked for the main characters (if play as third person RP like Mass Effect) which isn't an issue over time, space or money as all NPCs in DAO you interacted with for quests were voiced so adding a few more voices to a main character is a small thing and cannot be in reality used to defend the removal of other aspects. But ideally a selection of voices or scales pitch and tone etc with the ability to pick races again in next title please, there is no reason why the you cant use a single voice (including sliders for tone and pitch) for male human/elf/dwarf if have time restraints else seporate VO would be epic but not essential.
Immersion and Family
Actually having a family and also a home was nice touch but should of changed over time and would be nice if you could decide how changed maybe spoil of war type decorations. But they (family) needed a bigger starter whether from Carver seeing him in Ostagar or starting in Lothering so get a feel for them prior to them being thrown into events where lose one right at start but have no emotion towards it because never knew them from the start so why should I care about them. Having an effect on if another one dies (trying not to spoiler) would be a plus imho. Feeling powerless might be a turn on for some both in games and real life but this isn't the case for me.
Imports
Imports making a larger impact on the new game and working from the start which means no game flag point corruption. Importing from the choices in (BOTH) DAO and DA2, not just DA2 or none.
Dialogue and Interaction also Immersion
The conversation wheel was fine I have no problem using this method though would be nice if font and styling used matched a fantasy based game like DA and the romance option icon.. Well I'm in two minds about romances in DA2 neither in the dislike or like catagory tbh just plain was 'ok I guess if push comes to shove'. The dialogue wheel could be reshaped and shrank/moved so that you could use full lines of exact phrase would pick instead of guess work use paraphrasing in DA2 (if play as first person RP like DAO). Like I have mentioned many times on these forums you need to drop this timed player interaction only approach of quests/events and go back to player/companion interaction like DAO where you could stop and chat and actually have a dialogue with companions at any time you wished and not some friendship exile where they won't talk to you until (x) time in story.
Isometric Camera
The isometric camera people really want, I have no strong opinion about this but see no harm in making sure has it in the next title. It is a big feature for a lot of people apparently so should deffinately try to get it in if can.
Interaction/Tone System
I will start off first trying to address my own personal desire regarding route through dialogue vs exposition then choice of ME and DA2. I prefer (my own personal preference) that there is consequence through dialogue, cuase and effect, immediate and afterward. Choices mattering through the course of discussion not just spam all exposition and eludication options followed by single choice resulting in action which will be section below (a). Basic principle of second section or part of this element I desire is a more reactive system, you have your tones but a method in which it reacts the whether or not you know the character talking to or just met them. A system which reacts more to situations and events when occur and may influence the persona and tone of your character based on ever changing perceptions based on those events. I will try to explain but it is quite complicated to express adequately but should be able to get basic idea behind method I propose. This part will be under section (
(a) If picked say an Answer A you don't have access to Answer B and vice versa yet all answers lead to the choices which define what you do next including fact Answer A or B could also lead to an [event] instead of waiting till Answer C before the event occurs, this progression ends with branching into different quests, situations, consequences plus as with DA2 in some cases reactions (watch a cinematic, or situation resolution happen). But unlike DA2 where you spam through investigate then just one actual choice which leads to an event or end of dialogue and beginning of situation, quest, consequence or majority of dialogue only leading to a reaction of events (some exceptions but not many I can recall) after dialogue...
I would prefer switched the majority leading to branching and the minority to reactions with an element of prioritisation akin to picking a route through dialogue which blocks off other routes and leads to different results including the feeling that any dialogue choice might lead to an event. Unlike what DA2 felt like which is not having any routes and only choice is last choice in the dialogue with only one chance of event based on that one choice after skipping through all investigates.
Specifically the main point was that there is no ME style investigate, you can't spam way through A, B and then decide on C (With C being the only one that incurs an event). Your already making choices the moment you pick the first option which excludes the ability to read all the other options in one playthrough making the end result new things to see in the following playthrough.
Now DA2 which did have some branching with some dialogue that led to different quests (which if I recall was few and far between for almost all quests bar a few) could be done every single playthrough. Which ends with losing replay value since done all the quests with few exceptions already first time around. Thats how DA2 felt to me with investigate > [all options] and then followed by reaction to your choice (watch a cinematic, situation resolution happen).
Clear examples a few times in game such as Fenris dialogue I remember speaking to him spamming through all investigate style options then picking something which + his romance, I then decided to cycle through investigate again options all answers previously seen and got back to selection bit where instead picked the - romance option. Now I'm not saying this was possible in all dialogue because I remember Isabella one where could not go back and answer differently because the choice itself ended the dialogue which is what I want to happen.
The difference is I don't want to know what's an investigate option to begin with, this allows me to prioritise what I want to ask by importance of what I want answered, end result is any of them may lead to an [event] and because I don't know when that will happen this makes me more involved with whats going on and more carefull putting a priority on whats important to me when speaking to my companions.
Regarding being able to select a route through dialogue instead of everything in silver platter via investigate then one final dialogue which is the only one with consequences and leads to an event, I prefer' the not knowing which dialogue choices cause a reaction and event and the surprise and more importantly priority comes back to making your selections because of the fact anything could lead to an event and end that dialogue moving story forward. This is cause and effect making choices and consequences within the dialogue system itself which to me is far, far more enjoyable than clicking all investigates followed by one end dialogue actual choice.
It's hard to explain exactly what it is I want and while isn't about tone aspect and there are far more complicated ideas and far better ones, I just don't want to be able to read A+B+C and D then make choice E which results in reaction. Instead I want is that any one of them might lead to the [event] which makes me the player think more about whats important to me and which things I ask relate to what I want to know most.. This way I personally have no regret about picking a route through dialogue yet know that because I took a 'route' by choice instead of reading everything first time around via (investigate style options with little to no consequences) which leads me to never read any of them again because there's nothing new within the dialogue except the non-investigate last choice.
(
The other thing is in life I might be bad mood one day, sarcastic or mean but next minute or next hour or day might be cheerfull personality so unless the system allows switching personality at any time I don't feel like it is realistic. Being a sarcastic Hawke might be interesting but a person isn't defined by being one thing, they are many things dependant on topic and mood which changes constantly. In that respect I think locking in a tone is flawed in itself. When does it allow you to switch whats locked in I'm guessing takes again [x] amount of selection but should it allow for change between each dialogue or act or not at all once locked. A persons personality can change in a heart beat so locking in at all isn't something I like unless it's {only} locked in between each dialogue.
Example just one event I could have reacted in different ways to it dependant on frame of mind from prior events and/or simply change of heart. I would like the game to not lock me into a stereotype at all or mindset and instead from event to event my outward expression of emotion or persona changes for example (since has to be through event to event as thats the only interaction where can show that expression and change even if mindset changed prior to the event only the event itself allows the player to interact and express what has changed).
As it stands right now your dominant personality locked in stereotype based of click [x] or [y] style responses enough times changes the attitude you have in such situations as battle dialogue and if locked into snarky/hissy Hawke even though in light hearted mood due to say previous event, you still end up being hissy and sarcastic in those battle style comments and future dialogues regardless of situation even when picking a light hearted response your still being sarcastic. I want the mood you was in last between event based dialogues to be the mood expressed through banter or events/combat until the next situation occurs in which you may be in a less positive mood and your response reflect that. From that point on until the next situation your in that mood and responses reflect it. From my understanding once your locked into snarky mood through clicking [x] certain amount of times all your non choiced/changed based dialogue is snarky regardless of mood your actually in. Imho mood needs to be reflected [between] situations and changes based on mood that situation puts you in where your only locked in between situations at most.
This shouldn't be hard to do as all tones are there already between situations for the locked in style already ingame the difference is triggering which tone/mood used between situations rather then a global locked in till next [x] amount of times pressed [y]. Each event may change the mood your in and it locks instead into that mood until the next event where by picking a different mood via responses it locks in that new mood until the next event. This would be more realistic to me and while not exactly true to life it's about as close as the game can get since dialogue or situations as it were are the only times you can express that your mood has changed.
Between each situation/event your mood is reflected in all dialogue aka combat tone and tone in current situation until the next event or situation where by if pick a majority of different tone responses your mood gets locked into the new mood and so on until the next event. If sarcastic mood that is reflected in all dialogue until the next event where by if your in better mood for example diplomatic mood via picking more diplomatic responses in that next event dialogue than sarcastic, your overall mood changes until the next event/situation upon your diplomatic until pick more sarcastic options in a following event which then switches to realise your in a sarcastic mood and that mood is locked in until the next event or situation.
The feeling towards individuals could also work alongside that where if selecting more bad mood towards NPC or companion dialogue choices then the system realises your not happy with that person and have a opinion or perception towards him or her. It stays that way until you pick more positive mood selection choices towards that NPC or companion in which case realises you have forgiven or changed your opinion of them which is reflected in following dialogues until answers get picked so many times in another direction mood wise which locks it into new mood towards that person and this again could be tracked event to event and changed between events if your overall responses change in direction of another mood towards them via dialogue choice emotions.
This would only require tracking two types of things, first is mood or attitude between situations/events and depending on majority of choices picked mood wise in that last event it locks in only until the next event where by if still more sarcastic than diplomatic then stays in sarcastic mode but if pick more diplomatic that next time around then switches to diplomatic mood until the next event or situation This would be a global tracked style where for all non-reoccuring/characters and NPCs used for tone. This could be tracked in a global data which tracks event to event most selected tone and changes based on that between events for a tone during those times when not speaking to a re-occuring character with it's own tone tracked as mentioned below.
The second thing would track is a simple number about how you recently responded to an NPC or companion either positive/negative or diplomatic/sarcastic responses towards their direct conversation part aka when talked direct to them or about them the most in last event. This stays that way until your choices change via majority selecting a different response type in the next event towards what that NPC or companion says. This tone is used for re-occuring characters that speak too and is different to the tone used and tracked about global general mood in thats used for dialogue with non-reoccuring characters or situations. This set of data itself could be tied into the character or NPC data via just an extra line or variable which records last events majority tone the player took towards this companion or NPC, it changes from event to event as your opinion fo them might change and picked different emotion towards any 'direct response or reactive' conversation between you and the specific NPC.
You then have something can track in system for both sets;.which then becomes how do you implement it in tone, well to me just means the actual tone itself already exists for each dialogue so it's just a case of switching tones dependant on the tally of those two sets of numbers since last event or last time seen that NPC or companion, whichever mood is still locked in for that person would give different tone to response when talking directly with them ~but the tracked other global tone between events would be used for all other situations aka combat speach or when talking to someone new who don't have a tracked mood towards since never responded to them before if get what I mean. Theres only so many re-occuring characters which would use that specific second tracked tone, the rest all the non re-occuring characters would use the global or general tone. Both should be tracking if changed between events/situations so that can be more accurate about mood your in when situations/events happen and how you feel about your companions through the game from event to event.
This would give different tone towards companions/reoccuring characters which could change between events as that person/character or companion has done or said something which changed your tone towards them between events. This would also allow another tone a more general tone between events towards non-reoccuring characters and would be the tone used for new people met or combat situations or just dialogue not involving a NPC or companion you already have a mood/opinion or tone towards plus this again changes from event to event allowing your mood to change between things happening in the world around you which is based off the most picked tone from last dialogue event up until the next event where something might happen and your mood changes.
Development and DLC
No cutting out parts of the game (story/companion wise) and selling it back to us as DLC (Sebastion), I would have rather you left him in game and sold us Black Emporium as DLC. I hope there are some massive DLC's coming out because we are technically missing 7 years of the promised decade long game they advertised it as. Take all the time needed before releasing the next one. Extend the development cycle when needed. Other developers do it, this isn't a new concept and is something that is possible because others do it why can't you, obviously that way would have much less bugs and glitches.
DA2 is not the same style, its not even the same engine, idiology, direction or even plot structure. Throwing in a simular title, couple cameos and codex entries does not make it the same tbh. Bit like give someone some jelly beans they hand you a coin (you like the coin) next time you hand them some jelly beans expecting another coin due to fact they tell you will get another coin but will be of different denomination instead they hand you a baloon with coin painted on it (you don't fall for the trick because it's obvious) and you don't like the baloon. Then people on BSN (some of them) end up turning around and have a go at you for saying you didn't want a baloon afterwards.
From my standpoint I bought Kotor and it was a great game which inspired me to fork out for Kotor 2 and again (bugs aside) was still great game this left me wanting more in the series which has yet to be done, single player not MMO. I also thought well if Bioware can make this game good I'll try some more and followed it up with BG again loved, got me interested and bought the follow up which still loved and keenly awaited next title in series again which so far hasn't been been developed.
My friend then sent me a copy of ME1, I thought was amazing game and replayed many times like the rest, it peaked my interest in any follow up title and I bought ME2 for me and my friend and while not as good imho as the first one I still enjoyed enough to await number 3 to come out but due to some aspects within it such as tedious planet scanning which more importantly that it replaced exploration, more shooter / less RPG of number 2 plus removal of exploration replaced with ****ty planet scanning made me keep eye on future developments to see if they "streamline" it to death or not. It didn't put my off buying the next one though but had to keep my fingers crossed which still are.
My friend then bought me DAO and I thought was best game yet which immediatly made me hope the next one would be as amazing, so my friend bought me copy and I bought her one (odd way around I know but she wanted SE and I didn't; I had job she didnt so I paid the most for her and she gave me normal copy to make up for it). After playing that I have lost almost all interest in future titles in that series unlike every other franchise Bioware has ever made this one has actually put me off spending my money on the next title. Thats the effect of DA2 so while people can claimed "ooh was best thing since sliced bread, love new direction hope next one stays that way" the knock on effect for most is for first time since buying any Bioware title it has made me lose interest in one of their franchises.
While I see Bioware fall from grace with DA2 I see others rise up Skyrim, DuesEx, Diablo (still keeping by far enough to still be Diablo with the exception of logging in to play which I don't mind) also TW2. All these peaked my interest while Biowares DA series has crumbled imho into a streamlined, flashy over the top instant gratification series. Hope they change direction which I'm sure won't happen but DA2 lost my interest in future DA products, thats the real life cuase/effect of the choices/consequence of games direction changing. When they produce a game which imho is of worse quality and enjoyment than a mediocre or average game like Nier or FF13 (personal opinion, if don't like deal with it and move on) then it's time to look elsewhere. Was first time playing their titles that I stopped playing half way through for ages and just played decade old not great titles that I have completed a million times already because they were more fun to me than DA2.
So I left my feedback and hope things change but I don't think they will not enough to peak my interest since they have already stated keeping heading in same direction as DA2 with the whole "broaden the audience" "appeal to everyone" "attract non RPG players via simplification" etc.
I wanted a truly deep, vast amount of loot and customisation, many locations all looking unique that enabled exploration, a world that seemed alive not lifeless like was, no childish spam attack combat against spam waves plus choices that matter and not truly tacky bottlenecking so obvious that a 3 y/o could tell the difference between making a choice and then being kicked in the nuts after saying no I don't want to carry your amulet/pendant when you are given the option of saying no then sister and his/her mommy saying will do it or no I don't want to enter Kirkwall which gave you the option of saying go somewhere else then again his mommy and sister say they going in, no I don't want to side with one group or the other when there was option to not pick sides and the sentence got repeated followed by your choice removed from dialog and no I wouldn't sit around for decade not interested in mothers relationship enough to ask a single question about mystery person and no I don't want to let sister patrice walk out building when I picked kill/stop her and she still did it.. Amongst a million other things which slap you in the face.
Its going to take a drastic change in many areas of gameplay to peak my interest again which let's be honest won't happen due to they want this new audience at it seems to me regardless of cost of the previous one. The one thing I will give Bioware credit they do seem to be listening but I don't see how they will pull off this fix successfully in the end now that they have two types of game one who liked deeper with less hand held titles such as DAO and the new direction of simple enough for little kiddies with no experience of games especially any RPGs who will need their hand held telling them what save game means or what an inventory is.
I do wish them luck with trying to resolve that but the last thing I am going to be doing is holding my breath. They have created a chasm between two titles within the same franchise with different directions and idiologies and I don't see them finding a perfect solution instead just a mix match which will due to being mash up of two different types of game approaches will be a diluted mess of random directions. This in itself will make the final product stopped from ever being a masterpeice or amazing. I think next title will be average as they try to appeal to audiences of DAO plus DA2 and still a third one, the 'need hands held' generation of new players. So expect more simplification, more streamlining and less features imho.
This mini rant bit is result of lack of quality in a rushed DA2 and change in direction and idiologies from DAO to DA2 (Can quote Brent's words on direction he wanted to go, which differes from Mikes if think the idiology is same which in reality wasn't and isn't).
Saying that I still have a lot of respect for Bioware and staff especially ability to listen to people even if don't make changes based on what people ask for, and nothing against Mike he just has different opinion than me thats all which is quite fair and no reason why shouldn't have different opinions. I just don't like the direction and it lost my interest purely as a result of product they released following up from one loved (wasn't just because wanted DAO2 which people might claim, I also played it pretending wasn't a follow up to DAO and still had so many flaws and things did not like as a standalone game that still didn't like it). DAO wasn't perfect but when put it all together created a masterpeice imho, DA2 was full of bad aspects and when put together it was only at most average to me personally. They are trying to put things right with Legacy and from what I understand was a step in right direction and proved listened to people but due to admitting they sticking with streamlining (some people don't like the word but it merely means simplification or removal of things people claim is useless regardless of in fact if is used and liked) I don't think the end result will be the right balance. Time will tell.
Comparrison DAO and DA2
DAO was designed for a first person RP player at it's most, basic level (the developers have stated this themselves so I put it as 'fact' in relation to this bit), DA2 was a third person style RP game much akin to ME series. My problem is that the first game brought me into the DA franchise and instead of bringing out a sequel which stuck to this core, basic principle they switched it and I have listed a dozen or more reasons how so in other threads that would if put together be many pages long. They decided a sequel was the best time to try a complete new method for story telling with DA2, the method of 'framed narrative' ~a more personal story with choices more based around relationships than plot/endgame. Again this went against at a basic fundamental level the concepts changing from one set of choices/consequence system to another between it's predecessor and the sequel.
For me DA was my thing (type of title/series) is was a game developed with the same mindset as myself as a first person style RPer, a special 'original' title which I had hoped would carry on and create a series based on those core idiologies which made up the first. In reality they decided the franchise was a test ground for complete re-hash and new ideas which broke the bond I had with the series due to points 1 + 2 mentioned above... Which I would have had no problem with at all if was done in a new title that was not a sequel to the previous one I liked or more precisely if was done with another IP or new franchise or knew that they would return to the first person style RP type at some stage in DA franchise which catered to this audience much like DAO had. It would of suited for example the ME series better given the ME series was already a third person style RP game which would have in turn left me having a franchise that was first person RP style which these days if few and far between.
**The use of actual gameplay mechanics of which enforces one style of play more than the other and was done by purpose by the developers promoting one form of narrative (method of telling a story) over another between first and third. That perception is forged through design choices and gameplay mechanics. While not impossible to overcome through vivid imagination it becomes much harder to do so with VO and paraphrasing. Gameplay mechanic changes such as adding a VO or silent, paraphrasing or full text descriptive lines and such things like having a CC or not plus other such things like a game lacking a choice system or having one and customisation too all have an effect on third or first persona RPing from the perspective of immersion which leads consequently to enjoyment.**
Additional thoughts on future of such titles as Dragon Age regarding Immersion @ Bioware
As stated on these forums and in interviews, you guys have stated you wanted a more cinematic experience. Surely that goes hand in hand with visual aspects such as weather system, wind and day/night cycles. All of these things increase the cinematic feel of a game. Ditto with NPC reactions to your presence and actions. I can understand that different developers start at different point with different goals but they should look at each other for things they could do better.
Those things I mentioned would make your titles better especially in a cinematic way imho. Other companies are seeing what it is you have done yourselves and that is why I gave the example of Rockstar, Bethesda, Eidos and Cryptic all implementing and improving, trying to do such things as choices/conseqeunces cause/effect systems because you did so well developing them to create a demand for such things on a bigger scale.
You can't sit back and not take note of what others are doing just because you scored a point with that system to be honest. Your stories aren't the greatest thing in gaming but the combination of your choices systems that is used to tell the story is what made you special and not the story on its own imho. Now they are trying to create such systems themselves you cannot afford to surely count on just that gameplay mechanic to keep you ahead of the rest. I am of the firm belief it is far more advisable to watch what the others are upto and try to implement the 'best' features and add it onto you own titles which might on top of that have its own special features. Tweaking the engine over time to always improve it add more stunning visuals and realism which immerses the player in that world of which you create. How can anyone seriously argue that such immersion is a bad thing for a game?
I cannot agree to any actual reason why a developer would purposefully decide against trying to build such immersion in the worlds you have created with such features that have a great affect on the aforementioned immersion. If you truly held BG as the benchmark of RPG quality then why did you move to 3D or continue to evolve the engines and visual quality of your games from back then. The same reason you evolved your games from then is the same reason you should try your best to evolve such features as the ones I have mentioned.
Bioware really has no more of a trump card than just that. Other games do specific things such as good group party combat and deep emotionally involving background and storyline for the companions in the game with or without the system I just mentioned. The fact other titles are beginning to try to emulate and incorporate such systems is a good thing and Bioware pushed it that way to a large degree with their titles. But as time progresses and the other developers get better at adding such systems Bioware can't afford to sit on it's bum and rely just on that.
Biowares stories rely on that system to tell their stories and that imho is what makes them special, the story alone or combat alone is by far not what makes their games a cut above the rest.
Just imagine how much more you could of enjoyed the game (if) a gentle breeze could blow through the grass and you see it's affects, a wind blowing through your hair and it reacting accordingly, NPCs that react not only to your presence and actions but also the weather, the weather system itself ever changing and in a immersive realistic way, NPCs that go about their lives whether you interacted with them or not and even a day and night system that changes with world and people within it acting accordingly.
The Witcher 2 titles has such things and Bioware should look at them and see if they can add any of those aspects to their own titles. How much better would the experience and immersion of been for you if they had that in DAO or DA2? It is not about whether you gleamed enough immersion from a game without it to enjoy the game. Always try to make their games better and better should be the approach and such systems do add to enjoyment and immersion in the worlds of which either company create.
My point and I feel it is a valid one is when a rival company within the same genre as Bioware (RPGs) comes up with a new mechanic or system, Bioware should examine and try to incorporate the best of those things into their games not just dismiss just because you have other things that make your games good, you should add such things to your already existing systems to make your games even better both in realism and immersion. Add such things to what may already be a great game taking it to a new level.
Examples of such features.
Forums
And lastly a new rule implemented on these forums that if anyone argues with me they get forum ban please (this last point to be taken with pinch of salt).
**Editied to add more information and my opinions**
Modifié par Dragoonlordz, 21 juin 2012 - 01:03 .





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