McAdams wrote...
LOL
I think with so much fan feedback, Biware gets it, or has partly understood what they did right. Lets be positive here.
More importantly does EA "get" it.
McAdams wrote...
LOL
I think with so much fan feedback, Biware gets it, or has partly understood what they did right. Lets be positive here.
Maria13 wrote...
To quote Hawke: "When are you guys going to start kissing?"
Great, constructive discussion.
For me DA2 was somewhat of a comedown from DA:O but then like few others, I put that game on an altar, I had never experienced anything quite like it before. But both are unfinished and imperfect, in DA:O everything following the Landsmeet was rushed, tragically rushed. The DLC apart from the earlier ones were rubbish...
In DA2 I found the same in Act III, I would dearly like BW to learn to give its games those all important finishing touches... The mean the difference between mediocrity and greatness...
Realmzmaster wrote...
Apologize for what? You mean Bioware should apologize for making a game some gamers did not like? Bioware should apologize for making the game the company wanted to make? I suggest that they also send a big thank you to all the gamers who like the game.
Everyone has a right to like or dislike the game. Everyone has a right to criticize or praise DA2.
I think a lot of the bashing for either liking or disliking DA2 stems from gamer's perspective. Many of the gamers who like DA:O and not DA2 are afraid that this signals the future path of the franchise. On the other side are the gamers who liked the new direction and do not want to step backwards.
I happen to like both DA:O and DA:2. As far as the some of the complaints of reused maps that occurred in both games. The difference was the vastness and scope of DA:O when compared to DA:2. DA:O covered a larger geographical area. Therefore the reused maps were not as noticeable. You could forgive it more with DA:O than DA:2.
The faster combat did not bother me. The camp system made sense in DA:O since you were traveling from place to place. The same system would make no sense in a city where everyone lived. In a city you drop in to visit each other. When you go out on a quest or mission it is usually a short trip like the quests in DA:2 as compared to DA:O.
DA:O over all quest was to get help from those bound by the treaties. The focus of DA:2 is a more personal story about the rise of the character to the pinnacle of achievement and the pitfalls incurred.
One can agree or disagree about the focus. I personally liked the change from epic to a more personal story. It was different. There are aspects I did not like. I would have forgone the use of the idol to explain Meredith's decline.
I like the different themes of each act. Act 1: Survival and the drive for personal achievement through the Deep Roads expedition . Act 2 The Qunari problem and finally Act 3 Mage versus Templar which was the undercurrent through the first two acts.
Other people state that it was three disjointed stories rather than a continuous story like DA:O which I understand. DA:O was a story told over roughly a year. DA:2 is a story told over roughly seven years. DA:2 is told in different snapshots over that period which causes disjointness.
For example we do not know what happen during Hawke's first year.
Some like this approach other do not. I have no problem with either way, but that is my personal opinion.
Bioware does not owe anyone an apology (unless it is for the bugs that appear in all their games.). Bioware made a game. Some like it others do not. You voice your opinion with your critique and your wallet (on future games).
Constructive criticism will hopefully be appreciated. Venting (while making you feel better) probably will not get their attention or is simply ignored.
I'm going to jump on this last bit, Erynnar, because it's something I've been thinking about for awhile in the DA series. I honestly believed that the Bioware dev team pour themselves into creating the world of Thedas, but had problems from the beginning coming up with a unified mechanics system to run it. And with part of the reason of DA wanting to be a break away from the D&D franchise and all its crazy rules, the mechanics have become a real thorn for them. They seem (operative word being seem) to be stuck between wanting a sharp responsive system that's unobtrusive, but at the same time will satisfy those people who love character builds and stats and how they interrelate. I think they swung too far one way with DAO (not that I minded, God no <g>) and tried to compensate in DA2 but went to far the other direction. If there is anything I truly thing Mike. Mark and company should do is sit down and come up with a unified system that will see them through the entire series before they write another story, They need to sit down and figure out that balance, because from everything I've read positive and negative, it's what the series needs.erynnar wrote...
Realmzmaster wrote...
Apologize for what? You mean Bioware should apologize for making a game some gamers did not like? Bioware should apologize for making the game the company wanted to make? I suggest that they also send a big thank you to all the gamers who like the game.
Everyone has a right to like or dislike the game. Everyone has a right to criticize or praise DA2.
I think a lot of the bashing for either liking or disliking DA2 stems from gamer's perspective. Many of the gamers who like DA:O and not DA2 are afraid that this signals the future path of the franchise. On the other side are the gamers who liked the new direction and do not want to step backwards.
I happen to like both DA:O and DA:2. As far as the some of the complaints of reused maps that occurred in both games. The difference was the vastness and scope of DA:O when compared to DA:2. DA:O covered a larger geographical area. Therefore the reused maps were not as noticeable. You could forgive it more with DA:O than DA:2.
The faster combat did not bother me. The camp system made sense in DA:O since you were traveling from place to place. The same system would make no sense in a city where everyone lived. In a city you drop in to visit each other. When you go out on a quest or mission it is usually a short trip like the quests in DA:2 as compared to DA:O.
DA:O over all quest was to get help from those bound by the treaties. The focus of DA:2 is a more personal story about the rise of the character to the pinnacle of achievement and the pitfalls incurred.
One can agree or disagree about the focus. I personally liked the change from epic to a more personal story. It was different. There are aspects I did not like. I would have forgone the use of the idol to explain Meredith's decline.
I like the different themes of each act. Act 1: Survival and the drive for personal achievement through the Deep Roads expedition . Act 2 The Qunari problem and finally Act 3 Mage versus Templar which was the undercurrent through the first two acts.
Other people state that it was three disjointed stories rather than a continuous story like DA:O which I understand. DA:O was a story told over roughly a year. DA:2 is a story told over roughly seven years. DA:2 is told in different snapshots over that period which causes disjointness.
For example we do not know what happen during Hawke's first year.
Some like this approach other do not. I have no problem with either way, but that is my personal opinion.
Bioware does not owe anyone an apology (unless it is for the bugs that appear in all their games.). Bioware made a game. Some like it others do not. You voice your opinion with your critique and your wallet (on future games).
Constructive criticism will hopefully be appreciated. Venting (while making you feel better) probably will not get their attention or is simply ignored.
Yeah I don't need an apology.
I do disagree that DAO and it's design, its gameplay, and what made it great is a backwards step. You don't win GotY or get to put AAA in the title if you made something that was backwards. Were there things wrong with DAO? Yes. Were there things that worked but could work better? Sure. But DA2 tried to serve too many masters and fell flat from its true shining epic potential. Or as my grandfather used to say, "Jack of all trades and master of none."
BioWare should decide if it is going to be RPG with action, or a hack and slash button masher with anime elements and art design. Trying to make DA into ME/Call of Duty with swords to grab a different audience probably wasn't the way to go. Not to mention rushing it out the door. Just my two cents, which really are more like a button and some pocket lint for what they're worth.
Realmzmaster wrote...
Apologize for what? You mean Bioware should apologize for making a game some gamers did not like?
Ariella wrote...
I'm going to jump on this last bit, Erynnar, because it's something I've been thinking about for awhile in the DA series. I honestly believed that the Bioware dev team pour themselves into creating the world of Thedas, but had problems from the beginning coming up with a unified mechanics system to run it. And with part of the reason of DA wanting to be a break away from the D&D franchise and all its crazy rules, the mechanics have become a real thorn for them. They seem (operative word being seem) to be stuck between wanting a sharp responsive system that's unobtrusive, but at the same time will satisfy those people who love character builds and stats and how they interrelate. I think they swung too far one way with DAO (not that I minded, God no <g>) and tried to compensate in DA2 but went to far the other direction. If there is anything I truly thing Mike. Mark and company should do is sit down and come up with a unified system that will see them through the entire series before they write another story, They need to sit down and figure out that balance, because from everything I've read positive and negative, it's what the series needs.erynnar wrote...
Realmzmaster wrote...
Apologize for what? You mean Bioware should apologize for making a game some gamers did not like? Bioware should apologize for making the game the company wanted to make? I suggest that they also send a big thank you to all the gamers who like the game.
Everyone has a right to like or dislike the game. Everyone has a right to criticize or praise DA2.
I think a lot of the bashing for either liking or disliking DA2 stems from gamer's perspective. Many of the gamers who like DA:O and not DA2 are afraid that this signals the future path of the franchise. On the other side are the gamers who liked the new direction and do not want to step backwards.
I happen to like both DA:O and DA:2. As far as the some of the complaints of reused maps that occurred in both games. The difference was the vastness and scope of DA:O when compared to DA:2. DA:O covered a larger geographical area. Therefore the reused maps were not as noticeable. You could forgive it more with DA:O than DA:2.
The faster combat did not bother me. The camp system made sense in DA:O since you were traveling from place to place. The same system would make no sense in a city where everyone lived. In a city you drop in to visit each other. When you go out on a quest or mission it is usually a short trip like the quests in DA:2 as compared to DA:O.
DA:O over all quest was to get help from those bound by the treaties. The focus of DA:2 is a more personal story about the rise of the character to the pinnacle of achievement and the pitfalls incurred.
One can agree or disagree about the focus. I personally liked the change from epic to a more personal story. It was different. There are aspects I did not like. I would have forgone the use of the idol to explain Meredith's decline.
I like the different themes of each act. Act 1: Survival and the drive for personal achievement through the Deep Roads expedition . Act 2 The Qunari problem and finally Act 3 Mage versus Templar which was the undercurrent through the first two acts.
Other people state that it was three disjointed stories rather than a continuous story like DA:O which I understand. DA:O was a story told over roughly a year. DA:2 is a story told over roughly seven years. DA:2 is told in different snapshots over that period which causes disjointness.
For example we do not know what happen during Hawke's first year.
Some like this approach other do not. I have no problem with either way, but that is my personal opinion.
Bioware does not owe anyone an apology (unless it is for the bugs that appear in all their games.). Bioware made a game. Some like it others do not. You voice your opinion with your critique and your wallet (on future games).
Constructive criticism will hopefully be appreciated. Venting (while making you feel better) probably will not get their attention or is simply ignored.
Yeah I don't need an apology.
I do disagree that DAO and it's design, its gameplay, and what made it great is a backwards step. You don't win GotY or get to put AAA in the title if you made something that was backwards. Were there things wrong with DAO? Yes. Were there things that worked but could work better? Sure. But DA2 tried to serve too many masters and fell flat from its true shining epic potential. Or as my grandfather used to say, "Jack of all trades and master of none."
BioWare should decide if it is going to be RPG with action, or a hack and slash button masher with anime elements and art design. Trying to make DA into ME/Call of Duty with swords to grab a different audience probably wasn't the way to go. Not to mention rushing it out the door. Just my two cents, which really are more like a button and some pocket lint for what they're worth.