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Dr's Game Informer interview "Criticism of DA2 a result of people wanting more of DAO"


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#126
echn928

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Didn't really enjoy Dragon Age Origins that much.  Wasn't as deep and detailed as the old style RPG's - Planetscape Torment, Ultima IV,  several of the Wizardry series (etc. etc.) all surpass it.  Neither was it as accessible as the Mass Effect, KOTOR and even the Drakensang series.

It was a compromise; almost like they tried to appeal to the wantabe hard core RPG gamers and the more casual gamers.  Now I don't care who the game is supposed to appeal to as long as the result is entertaining.  And I'm afraid it didn't work for me because for all its high production values, it just wasn't that much fun - too much of it felt like 'work'.

I was pleasantly surprised to find that Dragon Age 2 was a completely different game, faster paced and accessible, reducing or removing the parts of the game that felt like 'work', while having stronger RPG character development. 

Bottom line is that I enjoyed Dragon Age 2 and do not want to see more compromise products like DAO.

Modifié par echn928, 25 avril 2011 - 05:19 .


#127
TUHD

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Going slightly offtopic: there is at least one Bioware game that doesn't seem to re-use maps: Mass Effect 2 (albeit you perhaps can compare the Collector Ship and Collector Base a bit, but even then it isn't completely fair to compare those two as an example, due to the nature of the maps).

#128
Rockpopple

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Shadowbanner, mind if I take a crack at some of those objective flaws you state? For simplicity's sake, I'll only refer to the ones I don't agree with. So anything I don't mention, you can assume I agree with you completely about. 

[quote]Shadowbanner wrote...

3. Pre-rendered cut scenes already lay out teams starting position negating -again- player manual tactical positioning. Poor design.

[/quote]

Could you elaborate what this means? I don't remember this being any different than Origins.

[quote]
4. Side-quests are menial, repetitive and souless almost like running mindless errands. "I believe this leg I found in some dump pile is yours" "Oh my, thank you Serah, I just don't know what I would have done without it". Stupid, stupid, stupid fed ex (fetch-type) quests that are mind-numbing. I mean really, what in God's name was the point of that. Well this type of quests abund in all three acts. They feel like tedious repetitive chores. Did I mention they were stupid? Lame and lazy.[/quote]

Hmm, well that's certainly one way to look at it. However, when I looked at those quests I thought that if they had done what Origins did for those quests and simply have a cutscene bookending them, most people wouldn't complain about them. After-all, that's about the only difference between the fed-ex quests here and in DA:O - the cutscenes and additional dialogue. 

[quote]6. You over spend 50 hours collecting armor that is mostly useless, as neither you nor your companions can use it. In the case of the player, because he lacks the required specific player-class that enables its use (mage, warriror, rogue). Your companions are ruled out because that was the intended game design. So, unless you want to collect useless trash and stash it in your home, you might as well sell it; it's the only logical thing you can really do. Lame.[/quote]

I only disagree because of the game's skewed economy. If the economy was more fair, I wouldn't mind this at all. Just more loot to sell.[/quote]

[quote]7. Game is riddled with glitches and bugs. QA wo bist du?[/quote]

True, but most games that come out these days - especially RPGs for some reason - ship with bugs and glitches. Origins did too. You're mostly right about this.

[quote]8. Story is disjointed and lacks purpose, drive. Poor plot.[/quote]

You were doing quite well with your objective list until this one. This is 100% purely subjective. Unless you're ready to list exactly what established criteria makes that statement objectively true, you can't in good conscience say this is objective.

I agree with you that, especially in the 3rd Act, there are is a lot of inconstancy and it's very disjointed, but not on the whole. Find me a story that doesn't have plot holes. As for lack of purpose - that's really subjective, and you know this.

[quote]9. The antagonist is introduced far too late into the game to really care about him/her. Poor plot.[/quote]

Not only is this subjective, not objective, it's not true. If you're talking about Meredith, you see her in the start of the 1st Act, and people are talking ominously about her as early as the prologue. You only actually communicate with her the 1st time in the end of the 2nd Act, and when you do.... personally I thought it was all the more epic because up until then she was just a spectre - a rumour - a shadow. Orsino is the one you never really even hear about until very late in the game.

[quote]11. Lack of environments, lack of exploring. You do not journey anywhere. In RPG's you are always exploring, not stuck -for ten years, no less- in one venue!!! Remember when you are killed a pop-up says "Your journey ends...". That's because you are meant to be travelling the land, not stuck as a lab rat in the same hellhole for over 50 hours. Poor design.[/quote]

Wow... this couldn't be more subjective. You're saying that an RPG needs you to be exploring different lands or it's not an RPG. This is patently untrue. What I will agree with you though is that the places you do explore in Kirkwall don't look different from each other. This is more about the use of recycled areas, which I agree is a big huge faux pas.

[quote]12. Companions are shallow and one-faceted as opposed to -ehem- other games. X hates Templars. Y hates Mages. There is no inuendo, no subtleties, no nuances. Or it's black or its white, period. People tend to be far more complex than that. Poor script.[/quote]

Once again, subjective. It seems the more you go on the more you stray from your original intent in order to bash the game for what you didn't like. Which is fair! Just don't call it "objective". It's untrue. I didn't think the Companions were shallow and one-faceted at all, and I thought for the most part they were at the same level or better than the Origins Companions.

[quote]13. Dialogues are not very well written out imo. Poor script.[/quote]

See, this is where I think you start trolling us. You state out to make an objective list of faults - which means factual faults, and then you write "in my opinion" here. It's like a rick-roll or something. =D. Obviously I disagree, but that's cuz it's subjective so that's cool.

[quote]14. Soundtrack is uncompelling. Yes I know Mr Inon Zur is behind it and I respect his prior work. Rushed?[/quote]

Again, subjective.

[quote]15. And the game ends. Wot? Just like that? After playing for over 50 hours? That's it? Are you sure? WTF?[/quote]

This is mostly subjective, but I know a lot of people would have preferred there be some sort of epilogue card or something at the end. I didn't mind, but I did feel the ending cut too short as well, so we mostly agree.

[quote]16. And finally, my biggest gripe is that this game is mis-sold as an RPG. Meaning choices matter. Well my friend, they don't matter one iota because you can save and reload and the vast majority of times the same outcome happens regardless of your dialogue choices. Big deal. For me, this is a game-breaker in an RPG. Moreover, take away the "RP" from RPG more like, and leave it at G.[/quote]

I only quoted this because - even though I agree with you about how the majority of choices came eventually to the same result - a lot didn't, and I found enough to definitely have a role-playing aspect to it. So though this is mostly an objective criticism, we come to different conclusions for it.

[quote]18. And finally, in line with the above, it feels more like an "Action-RPG" than say a traditional RPG. Umm, the button-mashing thingy you know...so much for the "Think like a general and play like a Spartan". This line is so cool and catchy, but WTF does it mean? Anyone? It's just a click fest. Have you actually tried to play-and-pause it. The game is NOT suited for that type of gameplay and rewards playing it on real time.[/quote]

Well... auto-attack was fixed for the consoles, so there's no button-mashing thingy anymore. As for "think like a General", I agree that was a dumb catchphrase, especially since that would apply more to Strategy RPGs than cRPGs. It's a click-fest like Origins was. I never had to play-and-pause Origins on the consoles, just on the PC (at the same difficulty, mind), and that was purely because of the interface, not because it was complex.

[quote]19. And finally it feels all-round rushed and that too many corners were cut. Kirkwall feels dead. It never changes and nothing ever happens. NPC's are all brain dead. Bustling activity in a city is missing a la Assasins Creed.[/quote]

Wait, didn't you already have a "finally"? Like, twice? Never-mind. I agree about this, which is my eternal sadness with Dragon Age II is that it wasn't complete. At the same time though, asking for a city as busy and big as Rome in Assassins Creed for a game like Dragon Age might be a bit much to ask for.

The rest of what you said is your opinion, so I'm not gonna comment on it. 

Well, that's that. I think the lesson is that it's fine to criticize the game - but if you're gonna cloak your criticism in the veneer of "truth" and "indisputable facts"... which is what "objective" means, you should have the facts to back it up. =)
Place nice![/quote]

Modifié par Rockpopple, 25 avril 2011 - 05:27 .


#129
Aargh12

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Roxlimn wrote...

DTKT:

Recycling has always been an issue with Bioware games. It's still an issue in DA2.
Kirkwall is one of Bioware's better made and more fully fleshed cities. It's above average as cities in games go.


Yup, Kirkwall is definitely above average.
But only if we don't take into account cities from games like Oblivion, Assassin's Creed, GTA, Red Dead Redemption, or even Half-Life 2.

Modifié par Aargh12, 25 avril 2011 - 05:28 .


#130
Rockpopple

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Well come on... GTA being on that list is patently unfair. =D

I think in sandbox games there's not only more freedom, there's more of a perogative to make the hubs as huge and immersive and filled with living npc's as humanly possible. Dragon Age games have never been the sandbox type...

#131
Roxlimn

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DTKT:

Well, it was reasonably spacious without being tedious, had multiple points of interest in very map segment, and had interesting ambient sounds from time to time.

Aargh12:

It's interesting to me that most of the games you noted was from open world game philosophies. I personally find that game genre to be insufferable.

#132
Aargh12

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They are mostly-open world RPGs or sandboxes. But that doesn't change the fact that choosing Kirkwall as a main location for DA2 was a big mistake for Bioware. We spend 80% of our time there - and the city seems lifeless. We also can't see how our actions change the city or it's inhabitants. It's.. empty.

#133
Rockpopple

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I mostly agree with you. It's not 'empty'. As far as lively NPCs go, it's livelier than any hub in Origins in terms of NPC actions. They'd randomly talk to each other, talk to members of the party and have them respond, etc. (Origins did better in terms of kids running around, tho).

It was an improvement, but it didn't go nearly far enough, and there definitely was not enough change in Kirkwall after the huge time skips. Absolutely.

#134
AkiKishi

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Aargh12 wrote...

They are mostly-open world RPGs or sandboxes. But that doesn't change the fact that choosing Kirkwall as a main location for DA2 was a big mistake for Bioware. We spend 80% of our time there - and the city seems lifeless. We also can't see how our actions change the city or it's inhabitants. It's.. empty.


That's the real difference between DA and DA2. In DA we passed through places to get to other places. In DA2 were are stuck in Kirkwall to the extent that we notice every flaw and error.

There is also that WTF moment at the start where having been told the place is full to bursting you finally get in and it's just empty.

#135
xCirdanx

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TUHD wrote...

*sighs* Really, they throw it all at 'Disappointed fans largely are people who can't handle change and/or were badly informed'. You can't get any further from the truth in most cases....


I so hate this statement too, along with the "hardcore/oldschool" fans cliché, i have no problem with changes if they are done well. Also i enjoy my share of fast combat in RPG`s, it´s not like DA2 is the only game out there with a "different" playstyle. But it´s not done well, i can´t think of a lot of positiv things to say about DA2.

#136
DTKT

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xCirdanx wrote...

TUHD wrote...

*sighs* Really, they throw it all at 'Disappointed fans largely are people who can't handle change and/or were badly informed'. You can't get any further from the truth in most cases....


I so hate this statement too, along with the "hardcore/oldschool" fans cliché, i have no problem with changes if they are done well. Also i enjoy my share of fast combat in RPG`s, it´s not like DA2 is the only game out there with a "different" playstyle. But it´s not done well, i can´t think of a lot of positiv things to say about DA2.




I would be really disappointed if we end up with Bioware dismissing criticism under the pretension that "it's all coming from hardcore fans".

#137
Night Prowler76

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Roxlimn wrote...

DTKT:

Well, it was reasonably spacious without being tedious, had multiple points of interest in very map segment, and had interesting ambient sounds from time to time.

Aargh12:

It's interesting to me that most of the games you noted was from open world game philosophies. I personally find that game genre to be insufferable.


You may not like them, but all of those titles outsell the BioWare games, so if they want to expand their fanbase, making DA more open world would probably be more of a reasonable solution then going after the FPS type crowd...

#138
Rockpopple

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Making DA open world would fundamentally change the nature of DA... more than DA II changed from DA:O. Way more.

#139
AkiKishi

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Open world makes pacing a story very difficult. This was one of the reasons why FFXII which was very open and expansive, became FFXIII , which outside of pulse is not.

Of course the benifit is that the story is almost incidental as long as you have places to explore and things to do. Very good in general, but very bad for story based games.

#140
Night Prowler76

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Rockpopple wrote...

Making DA open world would fundamentally change the nature of DA... more than DA II changed from DA:O. Way more.


How so? it is possible that they keep their great story telling and all other systems in place and just open up the world more, it would just take more dev time, im not sure BioWare could pull it off anyways.

#141
Night Prowler76

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BobSmith101 wrote...

Open world makes pacing a story very difficult. This was one of the reasons why FFXII which was very open and expansive, became FFXIII , which outside of pulse is not.

Of course the benifit is that the story is almost incidental as long as you have places to explore and things to do. Very good in general, but very bad for story based games.


It depends, a good story is good, whether its drawn out or not, having it open just means you do the main story at your own pace, to me anyways. In DAO you could bounce around from place to place, doing the story in the order you wanted, it wouldnt make a difference if it was more open, there would just be more to do.

#142
Rockpopple

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@ Night Prowler76 - I'm not saying BioWare's incapable of doing it. Far from it. I'm saying that if DA were to become an open world sandboxy kinda game, it would signal a change of a far greater scope than... probably most of the changes from Origins to II put together.

#143
Haexpane

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Hammer6767 wrote...

Interview is here:  http://bit.ly/hAPwy4

Q:  Looking back at Dragon Age II, there was some fan disappointment with certain aspects of the game. Is there anything behind the scenes that you think contributed to that and are there any big changes in store for the next installment?

Muzyka:
It’s been polarizing to see the feedback, frankly. There’s been a lot of people that have been really delighted about what we’ve provided in Dragon Age II. People rating it 90 to 100 and really being happy with all the features and the focus on action intensity and the voiced protagonist and the way the story unfolds with the framed narrative and a lot of the things that are quite innovative and different.

There are other people that were expecting more Dragon Age Origins and more of the spiritual successor to Baldur’s Gate. Some of them have expressed disappointment. It’s something we really take seriously. We’re taking that feedback to heart and we’re seeing what we can do to continue to surprise and delight our fans in the future.

We’ve actually attracted a lot of new people to the franchise. Dragon Age II is selling faster than Dragon Age Origins. It’s probably part because it’s drawing a lot of new fans in. And that’s exciting to us. But our core fans are really important to us. I can’t emphasize that enough. They helped get us to where we are today. They’re the core of what we do, and we want to make sure we’re making games that satisfy them.



I am actually kind of tired of the sentiment I italicized, above.  I have a lot of respect for the good Doctors but I wish Bioware would not dismiss legitimate concerns with the game as "nostalgia."  I have heard others mention this in interviews, as well.  I liked DA2 but felt it could have really used a lot more work in some areas and none of them are related to me pining for DAO.  Some examples are:
 
*  Recycled environments, which are a result of either too short a design cycle, limited resources or laziness.
*  Spawning enemies...should have been implemented better than ninjas dropping from the sky.  This has nothing to do with DAO.
*  Inventory junk.  Just pointless waste of space.
*  Kirkwall did not feel alive (should have felt like cities in the Assassin's Creed series).  Templars didn't notice mages casting spells in the streets, guards didn't join battles, etc.
*  All of the quest bugs.  Technical glitches are there for any game, but DA2 had so many quest bugs that it was ridiculous for an AAA game.
 
I digress here, but most of the criticism I have seen has been constructive and doesn't reference DAO.  Sure there are some people who have issues letting go of the past games, but as a whole, DA2 just seems like it could have used much more time in development and QA.  Let's hope our issues with the game aren't marginalized like this.


Pretty much says it all right there
  • Nu Phans = OMG EXCITING, how can we pander to them even more!

  • Old Phans = Very important to us!, so important, we hired someone to drive them to a nursing home!
Just like Marriage,   Bioware is all "My wife and family are #1, but you can't blame me for not picking up the kids from soccer, the new Hawtie Admin was telling me about her weekend over drinks!"


#144
AkiKishi

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Night Prowler76 wrote...

BobSmith101 wrote...

Open world makes pacing a story very difficult. This was one of the reasons why FFXII which was very open and expansive, became FFXIII , which outside of pulse is not.

Of course the benifit is that the story is almost incidental as long as you have places to explore and things to do. Very good in general, but very bad for story based games.


It depends, a good story is good, whether its drawn out or not, having it open just means you do the main story at your own pace, to me anyways. In DAO you could bounce around from place to place, doing the story in the order you wanted, it wouldnt make a difference if it was more open, there would just be more to do.


By the time I'd finished all the great hunts/hidden espers I'd more or less forgotten where I was in the story. Ashe would have probably given up on me and gone off to save the kingdom herself.

Modifié par BobSmith101, 25 avril 2011 - 08:15 .


#145
In Exile

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BobSmith101 wrote...

Open world makes pacing a story very difficult. This was one of the reasons why FFXII which was very open and expansive, became FFXIII , which outside of pulse is not.

Of course the benifit is that the story is almost incidental as long as you have places to explore and things to do. Very good in general, but very bad for story based games.


Unless you hate walking. An open-world game is good if you like open worlds.

That being siad, let's not take for granted that closing a game gives you good pacing. DA2 was missing a pace outside of Act II.

#146
Haexpane

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In Exile wrote...

BobSmith101 wrote...

Open world makes pacing a story very difficult. This was one of the reasons why FFXII which was very open and expansive, became FFXIII , which outside of pulse is not.

Of course the benifit is that the story is almost incidental as long as you have places to explore and things to do. Very good in general, but very bad for story based games.


Unless you hate walking. An open-world game is good if you like open worlds.

That being siad, let's not take for granted that closing a game gives you good pacing. DA2 was missing a pace outside of Act II.


Yeah this whole Excuse pile about "why open world games are not good for telling stories" is simply bogus.  The same people saying this are the same ones pushing MULTIPLAYER ONLY and yearly sequels.

Even Red Faction removed open world.

The *real* reason open world is so often removed/dumbed down/avoided is .....shhhhhH! this is a secret....

Open world games take a long longer to build/test/release and are way more expensive.  So it's better to blame the customer for "wanting a tight story" for not having better map design.

#147
In Exile

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Haexpane wrote...
Yeah this whole Excuse pile about "why open world games are not good for telling stories" is simply bogus.  The same people saying this are the same ones pushing MULTIPLAYER ONLY and yearly sequels.

Even Red Faction removed open world.

The *real* reason open world is so often removed/dumbed down/avoided is .....shhhhhH! this is a secret....

Open world games take a long longer to build/test/release and are way more expensive.  So it's better to blame the customer for "wanting a tight story" for not having better map design.


I think you can do a good open-world story. All you have to do is know how to change that world to respond to the story.

If you create an open-world game based on a mercenary company in a war with a plot to save the king and the world evolves as the war progresses and as you make choice... well, you'd end up with a brilliant game.

It's just that open-world games focus too strongly on creating vignettes instead of an overarching story. But I think you can make a good (and party based, too!) open-world game. You just have to invest the resources.

#148
Haexpane

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TUHD wrote...

Going slightly offtopic: there is at least one Bioware game that doesn't seem to re-use maps: Mass Effect 2 (albeit you perhaps can compare the Collector Ship and Collector Base a bit, but even then it isn't completely fair to compare those two as an example, due to the nature of the maps).


ME2 doesnt reuse maps?   Maybe, but when everything is a metal hallway with pick up trucks and boxes, it's hard to tell the difference.

#149
Ixalmaris

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Has Bioware laid of their marketing department?
It is so obvious that all the answers are pretty much made up.

All sales data says that DA2 sells slower than DA:O. The only boost it got was through the high number of preorders which means old fans, not new ones.

#150
Haexpane

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In Exile wrote...

Haexpane wrote...
Yeah this whole Excuse pile about "why open world games are not good for telling stories" is simply bogus.  The same people saying this are the same ones pushing MULTIPLAYER ONLY and yearly sequels.

Even Red Faction removed open world.

The *real* reason open world is so often removed/dumbed down/avoided is .....shhhhhH! this is a secret....

Open world games take a long longer to build/test/release and are way more expensive.  So it's better to blame the customer for "wanting a tight story" for not having better map design.


I think you can do a good open-world story. All you have to do is know how to change that world to respond to the story.

If you create an open-world game based on a mercenary company in a war with a plot to save the king and the world evolves as the war progresses and as you make choice... well, you'd end up with a brilliant game.

It's just that open-world games focus too strongly on creating vignettes instead of an overarching story. But I think you can make a good (and party based, too!) open-world game. You just have to invest the resources.


Red Dead, GTA San Andreas and even GTA3 had fantastic Open World gameplay and story.

I think Red Faction G also had a nice lil open world story, especially the outcast side story