Scimal wrote...
I don't know if they were "really happy" with the narrative, but I would say the majority were obviously content. The narrative never blew me away, some places were done better than others, but it was consistent in its quality.
"Really happy" perhaps is too strong a phrase, but I'd say most people were quite "satisfied" with DA:O's narrative. Whereas many people are left unsatisfied with DA 2's narrative.
Scimal wrote...
I do agree that Origins told its story well. Then again, that's what you get with redundancy. Kill the dragon and become king? That's as old as Beowulf. BioWare has told the "same" story a few times now, so they can do it well.
DA2 suffers from being part-virginal territory. Does it excuse the poor timing? No, but it also means that BioWare fans - fans which have come to enjoy BioWare's products for the same-y "epic" stories - aren't used to the narrative. It adds another layer of bias, which is even exhibited by yourself with the last two sentences.
I don't really think it's a matter of moving away from Bioware's big bad epic type of narrative. Speaking personally, I've encountered one or more of DA 2's narrative elements in a variety of other games which didn't put me off. My New Vegas synopsis for example.
I actually love the premise of either a story focused on the game character, or one that focuses on factions fighting over something important. I enjoy those types of stories more than "collect an army, fight the big bad and save the world". DA 2 had both, yet failed to deliver in my opinion.
Scimal wrote...
Again, I agree - but only to an extent. Almost every game could be "Better." BioWare is simply known for doing better work. I got A's and B's throughout High School - entered Honor courses and scored well on the SATs (shows my age here). I never got anything special for doing so well - just praise.
My brother didn't do so well, but when he did get an A, the entire family went out to dinner.
BioWare has been making above-average games for over a decade, so they finally put out an average game, and you have former fans foaming at the mouth about the oncoming doom of the "classical RPG".
Well, in my opinion, it's not the narrative itself that causes people to foam at the mouth and lament the death of classical RPGs. It's the design and execution of the game. The combat definitely contributed to the chorus of anger, as did the design of the quests (not narrative).
The removal of skill based options, multiple solutions for problems (not combat only) as well as the essential gutting of choice and consequence, for many, those elements are fundamental to a classical RPG. That is why these same people will call games like The Witcher and Fallout: New Vegas RPGs over Dragon Age 2, despite the former game playing like a Hack n Slash and the latter game playing like an FPS.
Scimal wrote...
That depends on what they were going for. DA:O was very superficially epic - raising armies of old to fight a corrupted god through hordes of undead. Then you find yourself 38 hours in taking orders from a rhyming ent while the elderly mage behind you chides the only other Grey Warden in existence for not washing his underwear. However, because the over-arching plot was epic, and each quest hub had a fairly epic conclusion - it retained what BioWare was going for once you forgot all the incredibly tedious quests you did to reach the epic ones.
If BioWare's intent for DA2 was to have the player experience what it's like to go from outcast, to striking it rich, to getting thrown into the middle of a conflict the player never wanted to be in - then I'd say they were close to their mark. The Warden in DA:O is special - half of an exclusive pair that are the only ones who can bring an end to a nightmarish horror. Hawke isn't special - Hawke just murders enemies or heals allies really well, which gets the attention of people in high places half as much because of circumstance as Hawke's abilities.
I can certainly conceive of the narrative being told in a better way, but I don't think BioWare could've blown people away with the narrative unless they took massive departures from their usual RPG system - which would've upset people even more than the different narrative.
For BioWare - for whom the story archetype is fairly unexplored, limited by the mechanics the fans expect, I think they did well. Aside from the bit of awkward pacing.
I disagree completely, the problem for me lies in the short development time. This led to design decisions focused on cutting corners and removing RPG elements.
An example of what I'm talking about, I posted in another thread.
There is a general idea for Fallout quest missions where you can
take the Action Boy, Stealth Boy, Charisma Boy or Science Boy approach
in order to complete a quest. That means solving problems through
combat, stealth, persuasion or knowledge. Usually tied to character
skills. All that was on top of the choices you made in regards to quest
narratives. It wasn't in every quest or anything, but it was a general
theme you could see throughout the Fallout games.
Now, I don't
think you could directly put this into a Dragon Age game, but you can
incorporate the idea of multiple ways to solve one problem. Dragon Age
focused on Action and Charisma Boy, and DA 2 almost exclusively focused
on Action.
An example would be including infiltration missions.
Have incredibly powerful enemies that can be circumvented by good use of
rogue specialised skills. Like disarming traps and warning systems,
picking locks for alternatve pathways through buildings. Disguises,
bribes or blackmailing to prevent combat.
Companion skills sets
could come in handy. You are at a guard checkpoint, a cutscene opens up,
you've been seen. Get your mage companion to freeze them. If there's
only one guard, he's frozen. If there's more than one at the checkpoint,
the companion needs an AOE freezing spell (CoC), or the rest get away
and set off the alarm.
It wouldn't be too hard to implement, some
elements of these were already in Origins and it would be really
enjoyable to play through. If you can't handle stealth, then fight your
way through. Get schooled. Or pull off an incredibly satisfying victory
against overwhelming and powerful enemies.
Imagine if sneaking into your Hightown mansion to get the deed played like the above description?
There is absolutely zero change in narrative, but the gameplay has been given actual depth that correspond with RPG elements. If DA 2 had more of that, I'm sure it would be a better game.
The story of DA 2 was fine, but it's design and execution was horrible.
Scimal wrote...
For my bit, I think DA2 is going in the right direction for what it did well. DA:O's battle system was dull at the best of times, the inventory system was awkward, every single piece of Mage gear in the entire game looked hideous to me - which meant at least two of your party looked like clowns, and the "Tone" icons of the dialogue wheel would've been quite welcome at some points.
Basically, I thought that while DA:O's story was well done, the engine was completely mediocre. I still enjoyed the game, but I knew from the get-go I'd only enjoy the combat during the very brief and interesting fights amidst the countless chump-battles taking place.
DA2 was, in every way, more responsive, more dynamic, and more "visceral." Spell effects were better, colors were brighter, the style was finally appreciable (elves actually looked like elves - not just skinny humans with pointed ears), and I enjoyed only having to customize Hawke's gear. It even makes sense internally - do you really think Isabella would be caught dead wearing a dress? Nah.
From the combat and mechanical basis that DA2 showed, I'm excited for DA3. Stories and timing can be toyed with. You can cut out characters and edit the storyline until you think you have it right far before any code is written. However, getting a combat system that makes the player engaged beyond the narrative is difficult.
I won't argue because I like the base mechanics of DA 2's combat more. But the waves, exploding enemies and various other issues made it worse. Dial down the exaggerated animations and combat speed, faster than Origins, slower than DA 2. Remove exploding bodies. Remove ninja spawns. Reduce their frequency, only use it when it's logical and make them come from a direction that's logical. Not spawning on top of your head like the 101st Airborne for God's sake.
On the whole though, I think that DA 2's combat mechanics is one of it's better points and if given a good tweaking, would be quite good for me.
And I think here's a key issue with my own view and your view of what makes a good RPG. You contend that a good combat system is key to good gameplay. I agree, but I also contend that good RPG gameplay is so much more than combat.
For example, PS:T handled player death in a way that's still utterly unique in any game.
The Fallout games offered multiple ways to complete each quest. Even Valve games required the use of the environment and physics to solve problems.
Remember the floor tiles from the Shale quest in Origins, or Andstrate's Ashes with the floating platforms? What happened to those? Imagine if spells or skills were incorporated into such puzzles, maybe an intelligent companion can suggest ways to complete it and a stupid one could give bad advice?
What happened to depth? Not every quest in Dragon Age 2 had to come to copious amounts of slaughter? What happened to choice? Yes, there was choice, but the choice boiled down to, after killing dozens of un-named enemies, you choose whether you want to kill a final set of un-named enemies.
That's what people mean when they say Dragon Age 2 is a dumbed down RPG. Granted, there are few, if any games that allow that sort of ingenuity anymore, but of course, these are the Dragon Age 2 forums so we will complain about Dragon Age 2.
My gripes are less with the fact that Dragon Age 2 lacks these elements in grand detail, but the fact that whatever scraps of these elements that were in Origins were removed for Dragon Age 2, and Bioware seems proud of it and still pretends that the games still have the same depth.
Another gripe is the lack of reponse the game gives to your character.
Blood Mage in Kirkwall, no reprecussions. They did it for games over a decade old, the only reason they couldn't do it now was either bad or lazy design.
Or how dead and static Kirkwall actually is. For an entire game to be set there, you'd expect it to be more lively and reactive.
But you'll notice how none of these problems relate to narrative and story. It's in the design and exeuction of the game.
Scimal wrote...
I don't know if it's sad, so much as inevitable. BioWare has had a very good run. Almost as good as Valve's. It's inevitable that a game put out by either one should be "mediocre" in some way, shape, or form. For BioWare it's NWN's SP campaign (ugh) and DA2. For Valve, most would argue it's Ep2 - which was very short, even for Valve standards (though I loved it anyways).
Could it have been amazing? Yes. Did I expect it to be one? No, not really. I played through the entire demo, knew that BioWare was shooting for a 40-hour playtime, and instantly knew that it wasn't going to fulfill the adjective. Am I mourning the "amazingness" that was lost? Nope. I'm playing games that actually are amazing instead. Before DA2 I played HL2 through Ep2 (favorite series of all time), after DA2 I played Portal 2 (still need to go back and try for a few achievements), and in-between 3-hour bouts of studying for finals I'm playing BGII for probably the 5th time.
I think a lot of the bitter people are going to benefit from DA2's mediocrity. Maybe they won't trust BioWare to be amazing 100% of the time. Maybe they'll branch out to other games to fill the time until ME3 or DA3 and find more amazing games.
Unfortunately, I think too many will just hang around the forums waiting for opportunities to "stick it" to BioWare for not meeting (much less exceeding) their high expectations.
Well, those are fair points, it's hard to argue with that. But if the forums aren't used for debate and discussion, there's really no point in having them, is there?
Modifié par mrcrusty, 25 avril 2011 - 03:30 .