aries1001 wrote...
Laidlaw has not been alone on making this game; yes he was Lead Designer, but even the Lead Designer has a -ahem- boss. And it is Darrah, Mark Darrah, the project director. And ultimately, Darrah's boss(es) is/are Ray M. and Greg Z. They decide ultimately what the future of a project is going to be - still, I hope. Or maybe Bioware, as company, isn't aware of that they've grown, and still think of themselves as a small indie company. It happens to companies that grow a lot...too rapidly, it seems.The point I'm getting at is that most likely Laidlaw has had some parameters to work within, given, handed or dicussed through his superiors to or with him. And the story actually also has to fit in with the rest of the game. Making a game is not like writing a book, or writing a movie script, it is probably more similar to making a musical, an opera or maybe even movie, the filming part, I mean.
Personally, I believe I'm a core fan of Bioware (been playing Bioware games since 1998 or 1999) ; I do like the bold chance they took with DA2, the framed narrative, the more personal story etc. etc. How well it has been done, can be discussed, how well the use use of the dialogue wheel has been done can also be discussed. However, as I see it, Bioware does not want to go up the voiced protagonist, the dialogue wheel or the cinematic designs of the art direction and the graphics. Or the new art direction for the Dragon Age universe.
To me, it seems, though, that Bioware, are trying to make a formula or finding a way to tell a story in a cinamatic way, and in doing so, they're experimenting a lot with how to tell the story, on how to make the combat, how to make the characters, the dialogue etc. etc. And they have done it with a short development time of maybe 12-15 months. And yes, certain parts of the story could maybe have been presented better, certain other parts could have been highligted more.
As for the interview with Ray and Greg, if you read between the lines what they say, Ray and Greg, it becomes clear that by saying 'da2 sells well' they're also sort of saying 'we're continuing down this road'. Adding change, but keeping the core fans (somewhat) happy. And let's fnot forget that some (or many?) people are angry with or at Bioware for varius reasons e.g. thinking the've destroyed rpgs, they sold out, etc. etc. Ultimately, if people are upset by Bioware's decisions, they can try making their own game. Just like the people behind the Broken Hourglass has done for now close to six years, and it is still not released, and just like Vault Dweller is doing with his Age of Decadence game. I know this sounds harsh, but I really feel like people should try to make the pong tennis-game (like I did) from gamemakers 6.0 or 9.0 - then, maybe they'll understand how difficult it is to make a game, let alone an rpg.
/aries1001
Great post. Thankyou for making it.
As I was reading this thread, I became rather uncomfortable and was looking to write something similar.
Now I don't have to.

People really need to take this in and understand it. What kind of game DA2 was going to be, was not a decision that was taken by Laidlaw. Nor was the 18 month shedule. He just had to execute. I think he did that fairly, given the parameters. The combat system
is similar to DA:O on the PC, while still better adapted to the consoles. Reused dungeons - he wanted more content, a longer game, but didn't have the time. Same with linearity, it also saves resources. And so on. So the only thing you can blame personally on Laidlaw, is maybe the over-the -top animations? I dunno.
Ray and Greg decided to do this (DA2) with the Dragon Age franchise. I'm sure there are financial motives (and expectations) behind. It's still a pity.
And on that note, I'd like to say that the COD crowd is really not at all happy with all the dumbness/dumbing down of COD either. A word of warning. What looks like success is maybe just a long succession of delivering the same experience over and over (and letting it cost), picking up new customers by visibility, reputation and word of mouth.
Bioware obviously totally failed doing that with DA franchise.
And really - has dumbing down ever led to success for a game? Really?
I can't think of a single.
The EA marketing crowd was so sure that Spore needed to have really simple gameplay, to gain a fantastic audience of "casual" gamers. They sure as hell weren't right. And I could have told them that. Every "casual" gamer I've ever known, want something
interesting to happen in the game. And they're really not that keen on killing, extermination, war and frustrations. And that is precisely what Spore offered.
I'm afraid you're right about that Ray and Greg are really saying they will continue on this path. And just look for some way to cater for some of what they perceive our complaints are. - And, pity again, that probably means this is the end of the road for me. I'm not making any promises, but I don't think I'll be buying any more Bioware games.
Good thing I'm such a big fan of Bethesda. Not the same type of games as Bioware. At all. But I still like their games.
And I doubt very much that interactive (somewhat) movies is the future of videogaming.