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Why Both BioWare and Disgruntled RPG Fans Have Painted Themselves Into A Corner With DA2


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#26
kinna

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AgentWhale wrote...

The endings of both games (please note I haven't finished DA2 yet so just going on here-say) must reach a singularity point for sequel purposes.

In DA:O it was the Archdemon and Blight being defeated.

In DA2 it is whatever it is.

You can't make a sequel for a game unless there is this single point. That's the reason your choices are limited.


This. I've been playing Baldur's Gate again and so far on these forums most people would seem to agree that it is a great cRPG. Still, story and outcome of quests were, for the most part, fixed. There was no multiple outcomes and choises on matters. Even playing an evil character didn't work well in that game because of the nature of writing. Still, a great game.

#27
Louis deGuerre

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There is some good in DA2 and some horribleness. I won't list all the points but I think op's position is way to simplified.

It is the combination of issues the players have on top of a 'simpler' RPG system (as in your choices matter very little) that causes many players to be disappointed.

#28
Anarcala

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RPG's never have real choice, just the illusion of it. The issue with DA2 is that the illusion is transitory. There are many reasons for this, and foremost is the project management between plot writing and gameplay design. There are rather large gaps between what the story establishes, and what the player can actually do.

For example, over the last few days I've been replaying the game as a mage. During certain quests, not only is the fact that I'm a mage 'passed over' (i.e. during 'Shepherding Wolves' the Qunari make NO reference to you as a Baas-Saarebas even if you do all but state it openly) but on occasion it is outright ignored. It feels as though the mage class was added fairly late on in dev when Bioware realized a fair few folk would kick up a stink.

Of course there are always going to be sacrifices to the great god of gameplay. After all, who wants to play a game so close to reality? Surely the reason we play them at all is for a bit of escapism. But you need to keep up that illusion for the 40-60 hours it takes to complete the story, and DA2 (whilst a lot of fun in places) just doesn't do that. Every time you step onto a dungeon map and think 'blimey, I did this in Act 1' then the game has failed.

#29
sphinxess

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AgentWhale wrote...

The endings of both games (please note I haven't finished DA2 yet so just going on here-say) must reach a singularity point for sequel purposes.

In DA:O it was the Archdemon and Blight being defeated.

In DA2 it is whatever it is.

You can't make a sequel for a game unless there is this single point. That's the reason your choices are limited.


I have no problem with that. What is missing however is the multiple branched playline to get to that ending like going with the Werewolves or the Dalish. The argument seems to always be "well it doesn't really make a difference at the end". Who cares. I'm playing a RPG - having decision points is what a RPG is all about not the end boss fight. In DA2 you get a few decision points where you can let a person live. Wow thats a real impact.

#30
Ariella

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Ronin2006 wrote...

Interesting read, and while I respectfully disagree on many points, I appreciate the time, thought and effort that has gone into this post.

It's ironic that a post as well thought out and complicated as yours actually has some glaring oversimplifications.  I don't want to get into a big argument because I really respect the way you have gone about things, however, I will say that there are some things that I would like to address.

First, you make an assumption about what people who like RPGs like.  (story moreso than combat)  I think this is completely misguided, and while both of us are presenting an opinion here, I honestly feel that many "traditional" RPGers will tell you just how much they value the combat experience regardless of the story.


Ronin, have you paid attention to the trend in p&p role playing games? Or even in computer RPGs, Like Pool of Radiance: Ruins of Myth Drannor or Temple of Elemental Evil? The move has been toward a more story based game. Combat has a place but not as the be all end all anymore, especially in a single player cRPG.

Second, you argue that traditional RPGers dislike the combat in DA 2, then point to some things like the "normal" difficulty as being an example.  I think you will find that many of the gripes people had with the combat extended beyond this area and were more to do with things like the exploding bodies, waves of enemies spawning from nowhere, and the re-use of environments (there are many others, but I'll just leave it at that).  The easier "Normal" difficulty had little to do with these complaints, and the general complaints people had were little to do with features that are "here to stay" but a part of DA 2's specific gameplay.

Third, I honestly doubt the assertion that traditional RPGers are unhappy that Bioware are trying to bring their game to a wider audience.  DA O sold what? 4 million copies or so?  (not sure on the exact figure).  I doubt too many traditional RPGers were concerned that the title was relatively mainstream anyway.  While I can speak only for myself, I could care less if someone who plays COD likes DA.  The fact is, I like DA O, and nothing affects that.  People are more unhappy that their tastes were neglected in favour of another audience, when they had been the ones supporting Bioware for years and not the other audience that they were trying to capture.


Please don't speak for me, Ronin. I'm as traditional as they come and it seems to me, that with a heavier emphasis on story, Bioware is leading the way in that regard. For that to continue to happen they need a revenue stream. Any business with sense tries to attract new people to its products all the time. Yet, you fault Bioware for trying to do so for some reason.

Fourth, I sort of agree on the idea of Bioware creating an immutable story shape and putting themselves in a corner, but honestly, you have simplified it way too much.  There are virtually endless possibilities in the way Bioware could have designed the story, the characters, the interactions and the plot to address the corner that they found themselves in, but they didn't and that ultimately is nobody elses fault but their own.  You cannot blame the consumer for having their own set of expectations.


You however can blame the consumer for having an UNREAL set of expectations considering what Bioware told us about the story from the very beginning, a major point being: this game is not DAO2 but Dragon Age 2. It's not the same game, not even the same kind of story.  Bioware didn't paint themselves in a corner with what kind of story they told. In fact, this is the story they wanted to tell, thing is Bioware knows what comes next and we don't , which is irritating for some people.

#31
WhiteKnyght

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The negative fan response to Dragon Age II is likely karma for Bioware's double standarded comments about JRPG's being "stagnant"(As I heard someone say, they haven't changed their gameplay/style much since the BG series), and their rude criticism about FF13 not being "a real RPG", even though Final Fantasy was one of the games that started the RPG genre.

Theres not much actually wrong with the game, but due to the defaming comments the execs have made their followers look for those things in the game and thus judge them by it.

Foot, meet bullet.

#32
Anarcala

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Theres not much actually wrong with the game, but due to the defaming comments the execs have made their followers look for those things in the game and thus judge them by it.


No, some of the criticisms levelled at Bioware stand on their own.  I haven't played any FF game since I was in Uni (many moons ago!) and hadn't heard about their comments till today, so that didn't colour any of my issues with DA2.

#33
jds1bio

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Ariella wrote...

Bioware didn't paint themselves in a corner with what kind of story they told. In fact, this is the story they wanted to tell, thing is Bioware knows what comes next and we don't , which is irritating for some people.


I agree, the story itself is a good one and Hawke is a legit character.  But telling a story you want to tell doesn't jive 100% with role-playing, which typically pits one or more characters in a scenario, and the stories are supposed to emerge from the played-out roles.  So in this game, BioWare found ways for the story to stick no matter what Hawke says or does, but did set up sub-scenarios via side quests and companions that allowed for some variations separate from the main story.  But to use the excuse for the story ending and single shape that "Bioware knows what comes next and we don't" IS irritating because it sounds more like the developer expects us to pay out in episodic content fashion over time, when the games are not being structured, promoted, or released that way.

The trouble is, once you know that certain variations won't bear fruit as far as the stories or companions go, you no longer desire to use them.  Much like in combat, when you realize that certain abilities end up being too weak vs. other combinations, you're less apt to select them again.  We'd typically call such a game as being unbalanced in combat.  I think it's fair to say that DA2 is unbalanced in role-playing vs. the main story.

#34
88mphSlayer

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really what people want to do at the end of the day in an rpg is affect the game

when the player feels that they aren't affecting the game in a meaningful way - either with no choices or choices are an illusion in the story, or how they build their character is really no better than somebody who doesn't aim to build a character - then the player doesn't feel like they're actually affecting said universe

what's fun about a game like Oblivion or The Witcher is that you can really affect that universe - in both games there's a central unchanging plot that you must meet no matter what - but along the way they give you plenty of opportunities to affect that universe in your own interesting way, similarly in games like Diablo 2 where you can't affect the plot at all you can greatly affect how you build a character

casualization really isn't a good scapegoat for lacking the ability to affect a universe as even Fable does this well, and i think a decade of rpg evolution has shown that people can still regard certain games as hardcore despite having moved away from systems like AD&D a long time ago because there's still a deep logic for how you can affect the combat and how you can affect the story

Modifié par 88mphSlayer, 11 avril 2011 - 11:16 .


#35
jds1bio

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88mphSlayer wrote...

really what people want to do at the end of the day in an rpg is affect the game

what's fun about a game like Oblivion or The Witcher is that you can really affect that universe - in both games there's a central unchanging plot that you must meet no matter what - but along the way they give you plenty of opportunities to affect that universe in your own interesting way, similarly in games like Diablo 2 where you can't affect the plot at all you can greatly affect how you build a character


Ok, our first Witcher comparison of the thread!  Yes, that was a fun game.  But don't get me wrong, DA2 also has plenty of opportunities to affect the companions and NPCs in interesting ways.

But, just like DA2, there is a character in the Witcher that is going to do something that seals the fate of the story, no matter what you do or say to this character or anyone else.  At least the Witcher tries to convince you that your input to this character and the world's events affected his decision-making.  It was a clever and enjoyable illusion.

88mphSlayer wrote...
casualization really isn't a good scapegoat for lacking the ability to affect a universe as even Fable does this well, and i think a decade of rpg evolution has shown that people can still regard certain games as hardcore despite having moved away from systems like AD&D a long time ago because there's still a deep logic for how you can affect the combat and how you can affect the story


Yes.  Note how many posts on these boards deal with waiting for Witcher 2 and Skyrim, hoping that they take up the mantle of the hardcore.  I just didn't feel that for me anything was casualized combat-wise in DA2, except for the casual difficulty setting..

#36
Reinveil

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This is the best debate thread on the board at the moment.

Nice work, OP.

#37
Haexpane

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jds1bio wrote...
 

 because with DA2 they have released what is a complete game with a great story, considerable length and production values, with marked improvements in both electronic role-playing and combat, and full of great choices to make. 


Considering a LARGE portion of us strongly disagree with this premise, everything else falls off.

I would also like to highlight that "full of great choices" is not a logical or defnisble statement in any context.  Unless the "great choice" is should I have a pizza, a cupcake, or a pizza and a cupcake

#38
Reinveil

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Haexpane wrote...

pizza and a cupcake

This is the only correct choice.

Modifié par Reinveil, 11 avril 2011 - 11:42 .


#39
88mphSlayer

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jds1bio wrote...

88mphSlayer wrote...

really what people want to do at the end of the day in an rpg is affect the game

what's fun about a game like Oblivion or The Witcher is that you can really affect that universe - in both games there's a central unchanging plot that you must meet no matter what - but along the way they give you plenty of opportunities to affect that universe in your own interesting way, similarly in games like Diablo 2 where you can't affect the plot at all you can greatly affect how you build a character


Ok, our first Witcher comparison of the thread!  Yes, that was a fun game.  But don't get me wrong, DA2 also has plenty of opportunities to affect the companions and NPCs in interesting ways.

But, just like DA2, there is a character in the Witcher that is going to do something that seals the fate of the story, no matter what you do or say to this character or anyone else.  At least the Witcher tries to convince you that your input to this character and the world's events affected his decision-making.  It was a clever and enjoyable illusion.

88mphSlayer wrote...
casualization really isn't a good scapegoat for lacking the ability to affect a universe as even Fable does this well, and i think a decade of rpg evolution has shown that people can still regard certain games as hardcore despite having moved away from systems like AD&D a long time ago because there's still a deep logic for how you can affect the combat and how you can affect the story


Yes.  Note how many posts on these boards deal with waiting for Witcher 2 and Skyrim, hoping that they take up the mantle of the hardcore.  I just didn't feel that for me anything was casualized combat-wise in DA2, except for the casual difficulty setting..


yeah the witcher's illusion is practically that game's entire reason to replay and roleplay as well, without it the game would be a fairly straight-forward action/adventure game, i enjoyed the character interaction in DA2 as well and enjoyed how they tried to weave how your relationship choices can cause major shifts in the kirkwall community (ie: Merril's mirror quest) - in many ways just the possibility of legion or tali affecting the quarian vs. geth war is something many ME2 fans would love, yet they already did it in DA2 and it goes underappreciated

all the same tho, i really wish they had made the templar vs. mage finale have different endings, and then made an act 4 that deals strictly with the idol, i also wish i had some way to affect the viscount in act 2 and thus affect how act 2 ends

also agreed i felt the need to point out that people were praising games that aren't hardcore at all in a traditional sense early on and those feelings haven't changed, i think people were just disappointed and wanted something else to hype up and just throw hardcore labels on things to make them feel better, personally i enjoyed the combat in DA2 as much as the combat in DAO, there were changes made that definitely changed the experience but when comparing a red apple to a green apple you have to realize they're still both apples

Modifié par 88mphSlayer, 11 avril 2011 - 11:48 .


#40
jds1bio

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Haexpane wrote...

jds1bio wrote...
 

 because with DA2 they have released what is a complete game with a great story, considerable length and production values, with marked improvements in both electronic role-playing and combat, and full of great choices to make. 


Considering a LARGE portion of us strongly disagree with this premise, everything else falls off.

I would also like to highlight that "full of great choices" is not a logical or defnisble statement in any context.  Unless the "great choice" is should I have a pizza, a cupcake, or a pizza and a cupcake


Thanks for the feedback.  It's perfectly ok to disagree.  But I am speaking only for me.  Besides you, who else are you speaking for?

I can defend my "great choices" statement as being logical and rational, while still disagreeing with you and others.  Perhaps making choices on issues regarding romance, providing for a family, matchmaking, sibling rivalry, false accusations of murder, learning to love again, and slavery are not as important or meaningful to you as they are to me.

#41
Cybermortis

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Ahh, choice.

We have rejected that claim...go press the awesome button again....

*ahem*

The problems with DA2 all relate to it being rushed. This has prevented them from basically providing anything more than a rough-draft of what could have been a very good game. Because it was rushed we got what can only be called outright lies about the game from the marketing department, so we'd all run off and buy the game based on DAO.

Much to Biowares credit this isn't a bad game, just a poor disjointed one that has {profanity} off or disappointed far more people than it managed to find fans of. (In context I don't mean people who are ready to lynch everyone at EA/BW. Just people who got only limited enjoyment out of it right up to the point where they finished it).

Bioware fans have not dug themselves into a corner as a whole. The complaints about the game are frighteningly consistent in both tone and details regardless of how many Bioware games, or how into RPG's the poster is.

I have nothing against change - in many ways I enjoy ME2 more than ME1, or at least have no problems with the changes. Likewise I had no problem with the changes made to RPG's between, say BG (which, btw, I simply can't play any more) and DAO. Nor do I have problems with some of the changes they were clearly trying to make - heck, I LOVE having a voiced protagonist. What is a problem is that the changes were half-hearted and/or just badly implemented.

#42
Cavegeta

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Story, combat, and other things aside, was I the only who didn't like the way "attributes" worked? They almost seemed meaningless. If you were a Warrior, you used Strength and Constitution. If a Mage, Magic and Willpower. Rogue was Dexterity and Cunning. I am by no means a "hardcore" RPG player, but in DA:2 it seemed like that if you were one of those depending on class, no other attribute mattered. For instance, there seemed to be no reason to put even a single point in Dexterity even if you played as sword and board Warrior. Every time I leveled up up I automatically put points into whatever two attributes governed my class because it didn't seem like doing otherwise would affect anything, with the exception of maybe willpower.

Modifié par Cavegeta, 12 avril 2011 - 12:17 .


#43
jds1bio

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Cavegeta wrote...

Story, combat, and other things aside, was I the only who didn't like the way "attributes" worked? They almost seemed meaningless. If you were a Warrior, you used Strength and Constitution. If a Mage, Magic and Willpower. Rogue was Dexterity and Cunning. I am by no means a "hardcore" RPG player, but in DA:2 it seemed like that if you were one of those depending on class, no other attribute mattered. For instance, there seemed to be no reason to put even a single point in Dexterity even if you played as sword and board Warrior. Every time I leveled up up I automatically put points into whatever two attributes governed my class because it didn't seem like doing otherwise would affect anything, with the exception of maybe willpower.


My NPCs typically ran with those configs, yes.  I did dump a few points into the non-critical attributes, only to cheaply "double" their effects (going from 1% resistance to 2% resistance, for example).  After reaching attribute values that were prerequisites for the best available armor, it was easier to then dump level-up points into other attributes.

#44
erynnar

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Rockpopple wrote...

Actually there are choices in DA2, especially if we're gonna compare endings. Besides the obvious "which side will you take", you decide who lives and dies - including family members in the ending. You also decide who will rule Kirkwall in the end.

Sorry if these were spoilers, but there's no other way to counter the false arguments going around that there are no choices in the ending of DA 2, not to mention a lot of choices throughout the game.


Sorry, I'm confused...when do you choose who rules Kirkwall in the end? I finished, hubby finished and I didn't put anyone in charge at the end. Did I miss something (and if it's a spoiler ) just PM me, please. I don't want this fascinating discussion locked either. I would love to know as I have to go back and redo about half of Act 3 for my rogue.

And to the OP you make good points, the only problem is, I only object to four things about combat in DA2.  The endless waves of magically parachuting/appearing bad guys, the exploding blood balloons, the boss fights being unbalanced (with endless waves of bad guys) and feeling like I am playing an MMORPG boss (kiting does not=strategy or challenge, just boredom), and the fact that combat has turned into a cinematic movie unless I crank up the difficulty which doesn't do a damn thing for challenge. And no, Nightmare doesn't =challenge unless your idea of challenge means fighting ten waves of bad guys instead of three or four and longer time kiting the boss.

That being said, I think comprimises can be made on that between the groups that like that style of combat and those that don't. So, I don't see how that has us painted into corners (I like the new animations for battle, esp rogues and mages just wish it was a little slower so I could enjoy it more).

I already detailed why I don't love DA2 and why it was meh for me (again YAY for those who love it, really).  But what you wrote here really didn't address that. Speaking for myself, the combat was only one of several things that I found made the game less enjoyable for me.

#45
erynnar

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Ronin2006 wrote...

Interesting read, and while I respectfully disagree on many points, I appreciate the time, thought and effort that has gone into this post.

It's ironic that a post as well thought out and complicated as yours actually has some glaring oversimplifications.  I don't want to get into a big argument because I really respect the way you have gone about things, however, I will say that there are some things that I would like to address.

First, you make an assumption about what people who like RPGs like.  (story moreso than combat)  I think this is completely misguided, and while both of us are presenting an opinion here, I honestly feel that many "traditional" RPGers will tell you just how much they value the combat experience regardless of the story.

Second, you argue that traditional RPGers dislike the combat in DA 2, then point to some things like the "normal" difficulty as being an example.  I think you will find that many of the gripes people had with the combat extended beyond this area and were more to do with things like the exploding bodies, waves of enemies spawning from nowhere, and the re-use of environments (there are many others, but I'll just leave it at that).  The easier "Normal" difficulty had little to do with these complaints, and the general complaints people had were little to do with features that are "here to stay" but a part of DA 2's specific gameplay.

Third, I honestly doubt the assertion that traditional RPGers are unhappy that Bioware are trying to bring their game to a wider audience.  DA O sold what? 4 million copies or so?  (not sure on the exact figure).  I doubt too many traditional RPGers were concerned that the title was relatively mainstream anyway.  While I can speak only for myself, I could care less if someone who plays COD likes DA.  The fact is, I like DA O, and nothing affects that.  People are more unhappy that their tastes were neglected in favour of another audience, when they had been the ones supporting Bioware for years and not the other audience that they were trying to capture.

Fourth, I sort of agree on the idea of Bioware creating an immutable story shape and putting themselves in a corner, but honestly, you have simplified it way too much.  There are virtually endless possibilities in the way Bioware could have designed the story, the characters, the interactions and the plot to address the corner that they found themselves in, but they didn't and that ultimately is nobody elses fault but their own.  You cannot blame the consumer for having their own set of expectations.


This  ^. Ronin is always an awesome read. Thanks for articulating what I was thinking.

#46
_Aine_

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Anarcala wrote...

RPG's never have real choice, just the illusion of it.


Perhaps true, but some games give you real differing consequences.  

Whether those differing consequences had IMPACT or just *felt* like they had impact is questionable, but there was a pervasive feeling of futility for me in DA2.   Like no matter what you do, you won't win here. The appeal of many games is that regardless of difficulty EPIC SUCCESS is always within your grasp!  In DA2:  No matter your allegiances,  your difficult decisions, the side you choose, (or not taking one!) - there is no difference to the ending.  Not really.  I don't even see the illusion of one, frankly.  

To me, that IS the failing.  Other things are criticisms, but the game *could* have stood alone as a flawed work of art with various endings and consequences to choices, gelled together into a cohesive package with decent gameplay and excellent writing.... made interesting by its contibutions to RPG and not just its flash and packaging.    

I did not see the illusion.  In the end, people are just mad at the little guy behind the curtain because they never did see the Oz they thought they knew.  

Is that fair of the fans? Or was it fair of Bioware?  Or is it even really relevant because it is all personal opinion anyway?  *shrugs* I have no honest answer to that.   

Modifié par shantisands, 12 avril 2011 - 12:48 .


#47
Dragoonlordz

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jds1bio wrote...

Now, disgruntled BioWare RPG fans are in their own corner because a) they've decided that companies bringing "their" games to a wider audience is bad, and B) they can't decide what is really more important to them in RPGs - the combat or the role-playing. 


I know exactly what I want from RPGs which is customisation, epic scale quality storyline and most importantly above everything else the freedom to shape the story which DAO succeded in a small way enough to make me quite happy (the style of choose your own adventure books where choices you make change the course of the story both cumulative and ending). There is always a limit to how much you can change by your choices but DAO pulled it off and DA2 did not, the same applies to life there are only so many choices you can make at any given time so that too would be an illusion of choice by some peoples definition. But the fact there were choices that had an affect both in life example plus games and thats what I want.

DA2 failed for me on so many aspects it's not even a joke really but I think was a massive mistake taking out the choices affecting story and replaced with choices becoming merely about how you react and talk to people within the story and having almost zero effect on the story. It's akin to a fly on the wall in DA2, I have movies that fill that desire I do not want it in games too.

Combat is not even a slight thing with me, if I desired pure combat quality there are a million other titles out there that can satisfy that, what I want and what Bioware have always been great at is what I said in the first paragraph.
Without that there is no interest from me in their titles because that's why I buy them... DA2 was just plain disappointing on so many levels.

Just look at Mass Effect 2.  ME2 is an example of a game that lost some traditional RPG elements, but made up for it by having the player affect the overall storyline, even one as bare-bones as ME2's storyline. In ME2 the life or death decisions join up with the narration of the final battle, especially since you can't fight the entire battle with just one party while leaving the others chilling on the ship. 


In ME3 they are putting back fair amount of those RPG elements they took out during ME2.

Modifié par Dragoonlordz, 12 avril 2011 - 01:21 .


#48
erynnar

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Cybermortis wrote...

Ahh, choice.

We have rejected that claim...go press the awesome button again....

*ahem*

The problems with DA2 all relate to it being rushed. This has prevented them from basically providing anything more than a rough-draft of what could have been a very good game. Because it was rushed we got what can only be called outright lies about the game from the marketing department, so we'd all run off and buy the game based on DAO.

Much to Biowares credit this isn't a bad game, just a poor disjointed one that has {profanity} off or disappointed far more people than it managed to find fans of. (In context I don't mean people who are ready to lynch everyone at EA/BW. Just people who got only limited enjoyment out of it right up to the point where they finished it).

Bioware fans have not dug themselves into a corner as a whole. The complaints about the game are frighteningly consistent in both tone and details regardless of how many Bioware games, or how into RPG's the poster is.

I have nothing against change - in many ways I enjoy ME2 more than ME1, or at least have no problems with the changes. Likewise I had no problem with the changes made to RPG's between, say BG (which, btw, I simply can't play any more) and DAO. Nor do I have problems with some of the changes they were clearly trying to make - heck, I LOVE having a voiced protagonist. What is a problem is that the changes were half-hearted and/or just badly implemented.


And this!

#49
neppakyo

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Ronin2006 wrote...
Third, I honestly doubt the assertion that traditional RPGers are unhappy that Bioware are trying to bring their game to a wider audience.  DA O sold what? 4 million copies or so?  (not sure on the exact figure).  I doubt too many traditional RPGers were concerned that the title was relatively mainstream anyway.  While I can speak only for myself, I could care less if someone who plays COD likes DA.  The fact is, I like DA O, and nothing affects that.  People are more unhappy that their tastes were neglected in favour of another audience, when they had been the ones supporting Bioware for years and not the other audience that they were trying to capture.


This paragraph sums it up nicely, especially the bolded part.

#50
erynnar

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shantisands wrote...

Anarcala wrote...

RPG's never have real choice, just the illusion of it.


Perhaps true, but some games give you real differing consequences.  

Whether
those differing consequences had IMPACT or just *felt* like they had
impact is questionable, but there was a pervasive feeling of futility
for me in DA2.   Like no matter what you do, you won't win here. The
appeal of many games is that regardless of difficulty EPIC SUCCESS is
always within your grasp!  In DA2:  No matter your allegiances,  your
difficult decisions, the side you choose, (or not taking one!) - there
is no difference to the ending.  Not really.  I don't even see the
illusion of one, frankly.  

To me, that IS the failing.  Other
things are criticisms, but the game *could* have stood alone as a flawed
work of art with various endings and consequences to choices, gelled
together into a cohesive package with decent gameplay and excellent
writing.... made interesting by its contibutions to RPG and not just its
flash and packaging.    

I did not see the illusion.  In the
end, people are just mad at the little guy behind the curtain because
they never did see the Oz they thought they knew.  

Is that fair
of the fans? Or was it fair of Bioware?  Or is it even really relevant
because it is all personal opinion anyway?  *shrugs* I have no honest
answer to that.   




Yep, Yeah I agree. And I don't have an answer either.


Dragoonlordz wrote...

jds1bio wrote...

Now, disgruntled BioWare RPG fans are in their own corner because a) they've decided that companies bringing "their" games to a wider audience is bad, and B) they can't decide what is really more important to them in RPGs - the combat or the role-playing. 


I know exactly what I want from RPGs which is customisation, epic scale quality storyline and most importantly above everything else the freedom to shape the story which DAO succeded in a small way enough to make me quite happy (the style of choose your own adventure books where choices you make change the course of the story both cumulative and ending). There is always a limit to how much you can change by your choices but DAO pulled it off and DA2 did not, the same applies to life there are only so many choices you can make at any given time so that too would be an illusion of choice by some peoples definition. But the fact there were choices that had an affect both in life example plus games and thats what I want.

DA2 failed for me on so many aspects it's not even a joke really but I think was a massive mistake taking out the choices affecting story and replaced with choices becoming merely about how you react and talk to people within the story and having almost zero effect on the story.

Combat is not even a slight thing with me, if I desired pure combat quality there are a million other titles out there that can satisfy that, what I want and what Bioware have always been great at is what I said in the first paragraph.
Without that there is no interest from me in their titles because that's why I buy them... DA2 was just plain disappointing on so many levels.

Just look at Mass Effect 2.  ME2 is an example of a game that lost some traditional RPG elements, but made up for it by having the player affect the overall storyline, even one as bare-bones as ME2's storyline. In ME2 the life or death decisions join up with the narration of the final battle, especially since you can't fight the entire battle with just one party while leaving the others chilling on the ship. 


In ME3 they are putting back fair amount of those RPG elements they took out during ME2.


Yeah I feel the same way you do. And isn't it interesting that ME3 is taking a step forward to it's roots. I hope that bodes well for DA3 (eventhough there are different design groups working on them).

Modifié par erynnar, 12 avril 2011 - 01:09 .