Rockpopple wrote...
ejoslin wrote...
The battles were better designed in DA:O imo. The endless waves of mobs does not make for a well designed fight. There were many different types of encounters in DA:O.
There are many different types of encounters in DA II as well. About the same as in DA:O, if we really look at it. In any case, this isn't an RPG element, it's an design choice.
Character interaction was more in depth in DA:O. The conversations, despite having a silent protagonist, were longer.
Nope. If you take an average DA:O conversation (and let's remind ourselves that in DA:O you can't choose EVERY SINGLE CONVERSATION OPTION. Some will bar you from choosing others) and match it with the average DA II conversation, length-wise they were the same. There were more OF them in DA:O.
You could actually initiate conversations with your companions when you wanted to talk to them, and there was more to talk about.
And in DA II, your companions have lives and interact with each other, as well as you. You (the Warden) are no longer the center of their Universe. Some people would see this as an even trade.
Being able to kiss Alistair/Morrigan (and Zevran and Leliana if modded) made the romances feel more real.
Being able to have an LI move in, or having them comfort you in times bad and celebrate with you in times good also feels more real. Again, a bit of a wash.
Going to your lover's house and getting an ambient line wasn't very immersive.
Of course, that's not all that was to it.
There were more overall conversations.
I agree with that.
Even Jory and Daveth's interactions had quite a bit of depth to them, allowing you to get to know them a bit better.
TOTALLY subjective. You don't think there were loads of NPCs in DA II that you could get to know as well? Come on.
HOWEVER, I did like that the conversations had some forced pace to them in DA2 -- something between DA:O and DA2 would be welcome (more and longer conversation, but some pacing enforced).
Okay, well all of this taken together doesn't seem like an RPG element being removed from DA:O. It seems like design choices and swaps. Some stuff taken out, some stuff added, mostly a wash.
Different areas looked different.
Sigh. Yeah, of course. Again, this isn't an RPG element. Different areas look different even in RACING games. This was a design choice, and a poor one, we ALL agree.
Side quests were more relevant.
Completely subjective.
Item descriptions -- bleh, I hated the million variations of ring, ornate ring, whatever that had no relevance at all.
So we have one. I'll agree that this is an RPG element, but how vital is it?
In the end, I gotta say that either we have wildly different opinions on what constitutes an "RPG element", or there just weren't that many removed from DA:O.
By the way, please don't feel like I'm fighting with you, here. I'm not. I actually find this an enjoyable conversation we're having. I totally don't see you as my enemy or rival, so no worries. :happy:
Ok, I'm going to disagree with you, STRONGLY about the conversations. DAO's conversations are actually longer and there were more of them. I'm not talking about dialog choices (though DAO's conversatoins had a lot more varied responses as well). I'm talking about length of conversations. Sheer number of conversations. There are more, and they can happen at times other than when the game dictates they MUST.
What I would like is for some conversations to happen whenever, some conversations to only trigger if you've taken your companion places (much like Sten in DAO), some to be plot relevant (Alistair becoming King is a good example, or the warden marrying Royalty with Zevran or Leliana) and for there to be a bit more interaction with a romance partner.
As far as length, here's
Fenris' declaration of love.
Here's Zevran's. (warning about Zev's it's a breakup). Fenris's I did cut out the beginning which wasn't romance related -- Zevran's is the entire conversation, but since he has a separate one for his friendship declaration which also lasts a couple of minutes (Fenris' are combined) I think that's fair. Also, Zevran's ends up with the breakup, so it's a bit shorter than if you go the commitment route. However, since it's a silent protagonist in Zevran's you don't have the cinematics and dialog of the warden which adds to the length of Fenris'.
And of course what I say is subjective. It's only my opinion.
I fail to see how finding someone's remains and knowing exactly whom they belong to, and them replying, "OOOOH@! This old thing! I never thought I'd see it again" has any plot relevance. And there are quite a few of those!
Edit: DA2 fights were "get jumped, no matter what, by gangs and have endless waves," which is not that interesting after awhile.. It's the same fight, over and over.
I think this is getting into quibbling, however, and since my kids are on break, I can't devote the attention needed.
However, my opinions are not WRONG! They're mine so neither right nor wrong. And evidently they're shared by a lot. Many reviewers have said what I feel far more articulately than I could.
Modifié par ejoslin, 04 avril 2011 - 07:28 .