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Not buying DA3 if Mike Laidlaw is still in the lead


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#26
lobi

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Not buying DA3 if Mike Laidlaw is still in the lead

lol, yeah right that'll work, stroke of genuis right there, they will never see that coming..etc

Modifié par lobi, 15 avril 2011 - 11:00 .


#27
KennethAFTopp

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I feel a little peeved that Mike Laidlaw has become the forum scapegoat for the perceived failure of DAII, I am not a huge fan of it either, but pointing out a single guy as the fault is a slippery slope. Though I do not like the way he sounds in interviews or promos for that matter. Man doesn't have charisma for that. But he sounds like a perfectly nice guy.

#28
Miashi

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Mass Effect 2 had a wider variety of weapons, ammo management, a very simplistic skill tree but also other upgrades available through research. I'm not saying that I don't miss the equipment manager from ME1, but Mass Effect was always more about the shooter than its other components to begin with. I can't say the same about DA franchise though.

#29
turian councilor Knockout

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it's more like DA 2 resembles ME 2 beta than ME 2, DA 2 came out halfway through the development cycle or atleast it looks like that.

Modifié par turian councilor Knockout, 15 avril 2011 - 11:01 .


#30
AkiKishi

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KennethAFTopp wrote...

I feel a little peeved that Mike Laidlaw has become the forum scapegoat for the perceived failure of DAII, I am not a huge fan of it either, but pointing out a single guy as the fault is a slippery slope. Though I do not like the way he sounds in interviews or promos for that matter. Man doesn't have charisma for that. But he sounds like a perfectly nice guy.


He's the guy in charge of the project. That's how things work.

#31
KennethAFTopp

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BobSmith101 wrote...

KennethAFTopp wrote...

I feel a little peeved that Mike Laidlaw has become the forum scapegoat for the perceived failure of DAII, I am not a huge fan of it either, but pointing out a single guy as the fault is a slippery slope. Though I do not like the way he sounds in interviews or promos for that matter. Man doesn't have charisma for that. But he sounds like a perfectly nice guy.


He's the guy in charge of the project. That's how things work.

What about Mark Darrah or David Gaider, the executive producer and Lead writer for instant, or hells the level designer.

#32
Warheadz

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KennethAFTopp wrote...

BobSmith101 wrote...

KennethAFTopp wrote...

I feel a little peeved that Mike Laidlaw has become the forum scapegoat for the perceived failure of DAII, I am not a huge fan of it either, but pointing out a single guy as the fault is a slippery slope. Though I do not like the way he sounds in interviews or promos for that matter. Man doesn't have charisma for that. But he sounds like a perfectly nice guy.


He's the guy in charge of the project. That's how things work.

What about Mark Darrah or David Gaider, the executive producer and Lead writer for instant, or hells the level designer.


Well, the rage is centered around Laidlaw basically because of his interviews, attitude and "ASSUMING DIRECT CONTROL"-behaviour.

Posted Image

Modifié par Warheadz, 15 avril 2011 - 11:16 .


#33
AkiKishi

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KennethAFTopp wrote...

BobSmith101 wrote...

KennethAFTopp wrote...

I feel a little peeved that Mike Laidlaw has become the forum scapegoat for the perceived failure of DAII, I am not a huge fan of it either, but pointing out a single guy as the fault is a slippery slope. Though I do not like the way he sounds in interviews or promos for that matter. Man doesn't have charisma for that. But he sounds like a perfectly nice guy.


He's the guy in charge of the project. That's how things work.

What about Mark Darrah or David Gaider, the executive producer and Lead writer for instant, or hells the level designer.


As lead designer it's his job too keep things on track and for the project to work. He made a lot of poor choices, in that respect.

Let me just give you some random stuff about VA/cinematics

Out of Hawkes lines only 50% are applicable in any play. Out of that 50% only 1/3rd apply at any one conversation node (thats the 3 choices). I asked Mr Epler how many of the 2500 cinematics you see in any one game. The answer was around 800.

Now if you have a project deadline of 18 months, that's an awful lot of waste. Ditto with the redesigned combat, speeding up and reskinning DA would have got you a lot more bang for you buck.

Laidlaw allowed his vision to exceed the project parameters. Like for example using the same cave or house over and over just to add some more fed ex quests. Or by padding the game time with waves and long hp bars rather than with unique content.

#34
Miashi

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BobSmith101 wrote...
As lead designer it's his job too keep things on track and for the project to work. He made a lot of poor choices, in that respect.

Let me just give you some random stuff about VA/cinematics

Out of Hawkes lines only 50% are applicable in any play. Out of that 50% only 1/3rd apply at any one conversation node (thats the 3 choices). I asked Mr Epler how many of the 2500 cinematics you see in any one game. The answer was around 800.

Now if you have a project deadline of 18 months, that's an awful lot of waste. Ditto with the redesigned combat, speeding up and reskinning DA would have got you a lot more bang for you buck.

Laidlaw allowed his vision to exceed the project parameters. Like for example using the same cave or house over and over just to add some more fed ex quests. Or by padding the game time with waves and long hp bars rather than with unique content.


18 months to produce a fully fleshed game is a pretty huge mandate. You sound like it was fun and game. I'm pretty sure the guy probably spent long days at work.

On the cinematics example, you should ask him the same question concerning Dragon Age : Origins. I wouldn't be surprised that the ratio is identical.

And are you trying to say that it would've been more efficient to NOT give Hawke any conversational choices at all? I hope I'm misinterpretating what you're saying because I'd slap you with a LARPer styrofoam sword if you were in front of me.

#35
Uzaik

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I wouldn't go as far to say that I wouldn't, under any circumstance, buy it. I will wait for a lot of user reviews, though. That guy will never have my pre-order again.

#36
carale19

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I knew it!  ML has been taken over by an overzealous artificial intelligence designed to crack inappropriate jokes and take extreme measures in dangerous scenarios.

EDI!!  We see your schemes!

#37
AkiKishi

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Miashi wrote...

BobSmith101 wrote...
As lead designer it's his job too keep things on track and for the project to work. He made a lot of poor choices, in that respect.

Let me just give you some random stuff about VA/cinematics

Out of Hawkes lines only 50% are applicable in any play. Out of that 50% only 1/3rd apply at any one conversation node (thats the 3 choices). I asked Mr Epler how many of the 2500 cinematics you see in any one game. The answer was around 800.

Now if you have a project deadline of 18 months, that's an awful lot of waste. Ditto with the redesigned combat, speeding up and reskinning DA would have got you a lot more bang for you buck.

Laidlaw allowed his vision to exceed the project parameters. Like for example using the same cave or house over and over just to add some more fed ex quests. Or by padding the game time with waves and long hp bars rather than with unique content.


18 months to produce a fully fleshed game is a pretty huge mandate. You sound like it was fun and game. I'm pretty sure the guy probably spent long days at work.

On the cinematics example, you should ask him the same question concerning Dragon Age : Origins. I wouldn't be surprised that the ratio is identical.

And are you trying to say that it would've been more efficient to NOT give Hawke any conversational choices at all? I hope I'm misinterpretating what you're saying because I'd slap you with a LARPer styrofoam sword if you were in front of me.


18 months with a working engine is not bad in general. But is for an RPG. Whether it was fun and games does not matter, that was the job he signed up for.

Dragon Age Origns was not done in 18 months, that's the difference.

That's the Japanese model , it's a lot more efficient. The game is already linear, so it's not like you can make it that much more linear, you just avoid waste and you can focus on showing the maximum ammount of content.
You still get choices, but not as many nodes.

#38
Miashi

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BobSmith101 wrote...
18 months with a working engine is not bad in general. But is for an RPG. Whether it was fun and games does not matter, that was the job he signed up for.

Dragon Age Origns was not done in 18 months, that's the difference.

That's the Japanese model , it's a lot more efficient. The game is already linear, so it's not like you can make it that much more linear, you just avoid waste and you can focus on showing the maximum ammount of content.
You still get choices, but not as many nodes.


It's been mentionned in interviews that they ran into issues on certain aspects of the game. Issues = kills deadlines. Efficiency doesn't necessarily equate to fun. Games are supposed to be fun.

Modifié par Miashi, 15 avril 2011 - 11:43 .


#39
AkiKishi

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Miashi wrote...

BobSmith101 wrote...
18 months with a working engine is not bad in general. But is for an RPG. Whether it was fun and games does not matter, that was the job he signed up for.

Dragon Age Origns was not done in 18 months, that's the difference.

That's the Japanese model , it's a lot more efficient. The game is already linear, so it's not like you can make it that much more linear, you just avoid waste and you can focus on showing the maximum ammount of content.
You still get choices, but not as many nodes.


It's been mentionned in interviews that they ran into issues on certain aspects of the game. Issues = kills deadlines. Efficiency doesn't necessarily equate to fun. Games are supposed to be fun.


There are always issues. That should be part of the project planning.

Endless waves and chipping away giant hp bars is not fun it's  tedious.

#40
Jamesnew2

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With the time and resources given to him. He did a good job. Not many could of done better with just 1 freakin year. You want someone gone for DA3 make it EA not Laidlaw.

#41
edeheusch

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I believe that the reaction against Mike Laidlaw is mainly due to his last interview.
What people don’t seem to understand is that acknowledging that the game was rushed and/or that they have made a lot of poor design decision so soon after its release would be a commercial suicide. DA2 is still supposed to sell a lot and they still want to release at least a few DLCs.

However, what we can expect is that, if DA2 is a commercial failure they will make DA3 much more like DAO and then (a few months after the release of the last DLC for DA2) they will explain how much they took the wrong way with DA2 and how much they have corrected the things with DA3 by bringing back the main strengths of the franchise.
At least, it is what I am expecting as they should know that the preorders and the first week sales have limited the damage but that it won’t work again with the next title.

#42
mdugger12

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BobSmith101 wrote...

Endless waves and chipping away giant hp bars is not fun it's  tedious.


You pretty much described the end of DA:O

#43
Johnny20

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I'd never ask for a guy to lose his job and wont start now, but I agree with OP.

I liked Mike before DA:2. He seemed like a really nice chap, but now, not so much.

Modifié par Johnny20, 15 avril 2011 - 11:56 .


#44
DraCZeQQ

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mdugger12 wrote...

BobSmith101 wrote...

Endless waves and chipping away giant hp bars is not fun it's  tedious.


You pretty much described the end of DA:O


I would like to disagree ... you can completly ignore all the enemies at the end of DA:O ... as well as archdemons hp bar isnt giant at all ...

#45
Guest_Sareth Cousland_*

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Now if you have a project deadline of 18 months, that's an awful lot of waste. Ditto with the redesigned combat, speeding up and reskinning DA would have got you a lot more bang for you buck.


That would have been the way to go. It wouldn't have alienated a huge part of the fanbase and would have given DA2 the chance to truly profit from the success of DA:O.

I can respect that there was the desire to enlarge the game's audience, but I think the time will come to acknowlegde that the project failed.

Modifié par Sareth Cousland, 15 avril 2011 - 12:12 .


#46
FellowerOfOdin

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Saying that a game will be bad just because Mike Laidlaw works on it is pretty stupid...yes, he is one of the main factors why Dragon Age: Rise to Power was a bad game, but give him a chance. DA3 might turn out to be as good as Origins, who knows?

Bioware used to make great games and although DA:RtP was bad, they might turn by 180° and make a better game next time.

#47
KennethAFTopp

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I quite enjoyed the end of DA:o it was as climatic as it should be, and the wave design worked there because it was supposed to be this huge battle and one of the only if not the only time it was used and not just in every battle and I agree, fights in DA2 is very very repetitive. Mostly because enemies lack flavour.

I didn't want to do a total defense of the guy, but it's not like it's solely his fault. I don't agree with the way he desgins games, but he's the guy getting paid to do it. Some might not like the artistic direction of say the adaption of A Game of Thrones does not mean it has less merit, But it might disinterest an established fanbase because of the direction.
His suggestion to turn the difficulty to hard is bull too, I played on hard and I felt that the fights really lost it's punch.

#48
Shadowbanner

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BobSmith101 wrote...

KennethAFTopp wrote...

BobSmith101 wrote...

KennethAFTopp wrote...

I feel a little peeved that Mike Laidlaw has become the forum scapegoat for the perceived failure of DAII, I am not a huge fan of it either, but pointing out a single guy as the fault is a slippery slope. Though I do not like the way he sounds in interviews or promos for that matter. Man doesn't have charisma for that. But he sounds like a perfectly nice guy.


He's the guy in charge of the project. That's how things work.

What about Mark Darrah or David Gaider, the executive producer and Lead writer for instant, or hells the level designer.


As lead designer it's his job too keep things on track and for the project to work. He made a lot of poor choices, in that respect.

Let me just give you some random stuff about VA/cinematics

Out of Hawkes lines only 50% are applicable in any play. Out of that 50% only 1/3rd apply at any one conversation node (thats the 3 choices). I asked Mr Epler how many of the 2500 cinematics you see in any one game. The answer was around 800.

Now if you have a project deadline of 18 months, that's an awful lot of waste. Ditto with the redesigned combat, speeding up and reskinning DA would have got you a lot more bang for you buck.

Laidlaw allowed his vision to exceed the project parameters. Like for example using the same cave or house over and over just to add some more fed ex quests. Or by padding the game time with waves and long hp bars rather than with unique content.






"Fed ex quests".

Brilliant. :lol:

#49
mdugger12

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DraCZeQQ wrote...

mdugger12 wrote...

BobSmith101 wrote...

Endless waves and chipping away giant hp bars is not fun it's  tedious.


You pretty much described the end of DA:O


I would like to disagree ... you can completly ignore all the enemies at the end of DA:O ... as well as archdemons hp bar isnt giant at all ...


Well you can disagree, but while you don't have to focus on the waves of enemies the archdemon's hp bar is long.  You guys need to stop pretending DA 2 is that much different than DA:O. It just makes you sound like you either didn't like the first one or you're just wanting to pile on.

Just don't try to involve actual fact.

#50
LeBurns

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You know I never really cared or paid attention to game developers before, but from now one Mike Laidlaw is a name I will always look for an avoid at all cost. I will not forget what he did so DA.