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


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#201
Tommy6860

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tariq071 wrote...

@Tommy6860

I fully agree with you DA 2 is action/adventure, it's no more different then AC:B, except AC:B has open world and it's actually good for its genre.

Unchangable story and being able to boink someone doesn't constitute RPG...it's trademark of adventure games.


Yes, that's correct. And to be clear, I know there are some that think I am being unreasonable or not seeing their sides when they really like the game. And maybe in the long run, that is their style of gaming, it isn't mine. I don't want a game that plays for me, I don't want a game where voices are not mine when they are those of its creator. I cannot make my own character that way, I am simply playing someone else's. My contention isn't with those who like the game, I am happy for them. But I have just as much right for disappointment in something I was expecting. I want to role play and DA2 took that away when I thought I was continuing with the sequel to a great game that allowed that for me.

#202
Elhanan

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Tommy6860 wrote...

Then they should call the game(s) something other than RPGs, no? Why not action/adventure RPGs. This way, I would more than lilely not buy the game, while these devs get the audience they want in their pocktes. Don't market a game after a similarly named predecessor on its successes by making totally different, while keeping the genre tag the same and pawning it off as something I expected. I hardly feel that is unreasionable considering why I bought and loved Origins so much. I learned one lesson, I will never buy a game from Bioware on pre-order or when first releasd again, that's a fact.


Now I have very little experience in the big, bad world of Computer gaming. But since systems were loaded by card readers, there have been RPG's. My first privately owned game (and I did not even own the system) was Secret of the Silver Blades; part of the old DOS Gold Box series. Then I managed to grab much of the remaining D&D games hither and yon, and was able to get my first system in 1996. CRPG's as the vast majority, cause I am unable to play Action games. No Twitch skills at all. Do not even consider games that recommend a joystick, and currently am unable to play ME cause I cannot use the WASD key movements and GUI w/o a manual. So No; DA2 ain't an Action/ Adventure pick....

Now I do not know who 'they' are, but I doubt they should have to reclassify their titles to fit another defined criteria. You do not wish to enjoy a game w/o direct choice implications; that is your business. But calling for set, specific designs to fit your notion of what a game should include does not seem realistic; just a tad entiltled and spoiled. IMO, of course.

#203
Tommy6860

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Elhanan wrote...

Tommy6860 wrote...

Then they should call the game(s) something other than RPGs, no? Why not action/adventure RPGs. This way, I would more than lilely not buy the game, while these devs get the audience they want in their pocktes. Don't market a game after a similarly named predecessor on its successes by making totally different, while keeping the genre tag the same and pawning it off as something I expected. I hardly feel that is unreasionable considering why I bought and loved Origins so much. I learned one lesson, I will never buy a game from Bioware on pre-order or when first releasd again, that's a fact.



Now I do not know who 'they' are, but I doubt they should have to reclassify their titles to fit another defined criteria. You do not wish to enjoy a game w/o direct choice implications; that is your business. But calling for set, specific designs to fit your notion of what a game should include does not seem realistic; just a tad entiltled and spoiled. IMO, of course.



So, what's the size of this gray area in genre classifications? Developers keep changing what has been a certain genre, tweaking it little by little to include other genres in the making, while maintaining the genre classification. I am not saying that there is some "pure" RPG game style that exists, but the genre of a  "Role Playing Game" has it merits as something having an expectation.. IOWs, I think it is OK to have these classifications, but then again it is not good for that classification if the description of it becomes opaque and vague and all inclusive of others.

#204
tariq071

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Elhanan wrote...

Now I have very little experience in the big, bad world of Computer gaming. But since systems were loaded by card readers, there have been RPG's. My first privately owned game (and I did not even own the system) was Secret of the Silver Blades; part of the old DOS Gold Box series. Then I managed to grab much of the remaining D&D games hither and yon, and was able to get my first system in 1996. CRPG's as the vast majority, cause I am unable to play Action games. No Twitch skills at all. Do not even consider games that recommend a joystick, and currently am unable to play ME cause I cannot use the WASD key movements and GUI w/o a manual. So No; DA2 ain't an Action/ Adventure pick....

Now I do not know who 'they' are, but I doubt they should have to reclassify their titles to fit another defined criteria. You do not wish to enjoy a game w/o direct choice implications; that is your business. But calling for set, specific designs to fit your notion of what a game should include does not seem realistic; just a tad entiltled and spoiled. IMO, of course.


I am sorry but this is where the gray area is moving onto something much clearer.My first games were in 1982(so some 14 years before you :) ) and i haven't seen any variation of RPG that has one way road to the end, with almost no influence, until recently(with DA2 and Arcania)

No one is expecting DnD out of every RPG but there should be some sort of personal influence that is affecting the game in some significant way, being that choices that are important or which road you take to get to the end.Otherwise it is an Adventure game.

I was using AC:B as example because:

- You do "level" both and gain new skills
- You do have upgrades for your armor and resistances
- You do have interactive story
- You actually have rewarding exploration in AC:B, unlike in DA 2..hah
- It's not twich fest either
- You do have sidequests, and factions,and party members which you can outfit at your pleasure and level them up(albeit mostly anonymous ones in AC:B but still) etc...

Technically according from what i am reading on these forums that's RPG,but it's not..it's an adventure game.Why ? Because  you do not influence anything in some significant way.

How is that different from DA 2, where you are just passenger that plays some Hawke instead of Ezio? It's not.Heck even Steam is listing DA2 as Action Adventure at same time as RPG.

How is that same genre as The Witcher 2 that will (supposedly) have 16 different endings or ME3 that will have 4-5 different endings?

DA 2 is case of mistaken identity , there is only so much that you can strip from the game before you have to stop calling it RPG.For an adventure game it's probably good(let's be honest there is so manny better ones), but as an RPG it fails on so many levels...

Modifié par tariq071, 26 avril 2011 - 08:29 .


#205
Elhanan

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tariq071 wrote...

I am sorry but this is where the gray area is moving onto something much clearer.My first games were in 1982(so some 14 years before you :) ) and i haven't seen any variation of RPG that has one way road to the end, with almost no influence, until recently(with DA2 and Arcania)

No one is expecting DnD out of every RPG but there should be some sort of personal influence that is affecting the game in some significant way, being that choices that are important or which road you take to get to the end.Otherwise it is an Adventure game.

I was using AC:B as example because:

- You do "level" both and gain new skills
- You do have upgrades for your armor and resistances
- You do have interactive story
- You actually have rewarding exploration in AC:B, unlike in DA 2..hah
- It's not twich fest either
- You do have sidequests, and factions,and party members which you can outfit at your pleasure and level them up(albeit mostly anonymous ones in AC:B but still) etc...

Technically according from what i am reading on these forums that's RPG,but it's not..it's an adventure game.Why ? Because  you do not influence anything in some significant way.

How is that different from DA 2, where you are just passenger that plays some Hawke instead of Ezio? It's not.Heck even Steam is listing DA2 as Action Adventure at same time as RPG.

How is that same genre as The Witcher 2 that will (supposedly) have 16 different endings or ME3 that will have 4-5 different endings?

DA 2 is case of mistaken identity , there is only so much that you can strip from the game before you have to stop calling it RPG.For an adventure game it's probably good(let's be honest there is so manny better ones), but as an RPG it fails on so many levels...


One difference perhaps is that my set of games were purchased and marketed as CRPG's?

http://www.gamasutra...barton_04.shtml

#206
Lycidas

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Roxlimn wrote...

Pandaman102:

No, people don't notice reused assets in other games as much because the developers made clever use of the tools they had to hide the recycling. DA2 didn't bother to hide anything and making maps bland without addressing the sloppy reuse of maps would just make it even worse.


Which clever tools would those be? The reused assets and map fragments were completely in your face, and completely obvious, if you were actually paying attention. It boggles my mind that most people don't know how much DAO reused assets.

The main reason for them not noticing is because the locations were almost all unremarkable.


God Roxlimn would you please stop being such a fanboy! You're saying it yourself. A lot of people did not even notice how much stuff DA:O redid. Why is that? Because you had to pay (at least some) attention to notice it. It was not as "in your face" as the DA II recycling. That does not hoewever mean it was a good thing to do in DA:O it was bad then and BioWare got (with good reason) criticized for it. But instead of making it better they chose to make it even worse.
On top of that they cut off every bit of detail they had in DA:O too. Things like item descriotions, handdrawn icons, out of combat skills,...

Roxlimn wrote...

What ambitious scope? I could understand if sacrifices had to be made to deliver a truly impressive and innovative new feature, but nothing DA2 does hasn't been done better in other games. The framed narrative is about the only "new" thing, but that should have absolutely no bearing on the teams in charge of quest scripting or modeling.


The ambitious scope is in trying to really flesh out a whole city complete with interesting features, locations, and concurrent events, as well as carrying that city through 7 years through the development of those events.

Did they meet that ambitious scope? IMHO no!
The city is one thing - bland. It does not change over the years and does not react to anything the player does. People just standing there chatting while the player throws fireballs? Hell yeah! Who cares about immersion thats never been a key feature of RPG's...
We are supposed to believe that this city is corwded close to overflowing. Tell me exactly where do you get that feeling?

Roxlimn wrote...
There's a bunch of things DA2 does really, really well, but I wouldn't
expect someone of your stance to be open to that discussion. Pardon the
generalization but the usual Bioware forumgoer who doesn't like DA2
tends not to be a very rational poster.

Most people don't even argue about the fact that DA II did a bunch of things right. The problem IMHO is you are not defending the good points of the game you are defending the things that IMHO can not be defended. A lot of people that actually love the game think the recycling was bad and Kirkwall could have used some more love orhers acknowledge to some degree but think its not a major flaw. Still you're trying to defend it by saying other games did just as bad or by sheer denial. Both are no valid aguments.

@ OT:
I think they don't really care for what reasons people don't like the game as long as sales are what they expect. They could care less if the whole fanbase that is with the company for years would just disappear. As long as more new players come in and buy their stuff. Some of the devs are different, they do things in their free time (such as the Kelly fling in ME2) just for the fans but the leadership they think in raw nubers (as they are supposed to do).
I think what they said in the interview can be translated to:

To the interested (maybe) buyer -> The critics are just ****ing cause we did something amazing and new instead of the same old thing again!
To the raging fanbase -> We care for what you think and honestly love you guys (preorder DA III pls.)
To the shareholders -> Who cares about those always complaining "hardcore" fans they will preorder the next title anyways and even if not look at all the shiney new fans we've got here.

Modifié par Lycidas, 26 avril 2011 - 11:11 .


#207
Elhanan

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Lycidas wrote...

Did they meet that ambitious scope? IMHO no!
The city is one thing - bland. It does not change over the years and does not react to anything the player does. People just standing there chatting while the player throws fireballs? Hell yeah! Who cares about immersion thats never been a key feature of RPG's...
We are supposed to believe that this city is corwded close to overflowing. Tell me exactly where do you get that feeling?...


Crowd seen outside the gate? Folks seen in the markets, streets, underground? Folks seen joining gangs, jumping from overcrowded homes into ongoing melee below? Cutscenes? Etc. Sold the notion to me....

And I call my forays into the streets my way of making room for more refugees! Posted Image

#208
PSUHammer

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Lycidas,

Thank you for bringing this derailed thread back on topic!!
I agree mostly, but I don't have the jaded approach to think all the designers are ONLY worried abou new fans/sales. That is a big part of it, sure, but it has to be. No sales, no bigger and better games.

Most of them are gamers, too, so I just don't agree with that outlook.

#209
Tommy6860

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Elhanan wrote...

Lycidas wrote...

Did they meet that ambitious scope? IMHO no!
The city is one thing - bland. It does not change over the years and does not react to anything the player does. People just standing there chatting while the player throws fireballs? Hell yeah! Who cares about immersion thats never been a key feature of RPG's...
We are supposed to believe that this city is corwded close to overflowing. Tell me exactly where do you get that feeling?...


Crowd seen outside the gate? Folks seen in the markets, streets, underground? Folks seen joining gangs, jumping from overcrowded homes into ongoing melee below? Cutscenes? Etc. Sold the notion to me....

And I call my forays into the streets my way of making room for more refugees! Posted Image


You mean like all of these people? Then there's the sparse amount of folks in the other-towns, I won't show those.

http://oi51.tinypic.com/eh1115.jpg
http://oi53.tinypic.com/x56o0k.jpg
http://oi54.tinypic.com/r77qqa.jpg
http://oi56.tinypic.com/95y0id.jpg

Modifié par Tommy6860, 26 avril 2011 - 11:52 .


#210
Sabriana

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@ Tommy

Yep. Got slightly claustrophobic just looking at that crowd. p)

Btw, is that mageHawke? And Bethany? How....? What....? How'd you do that?

#211
PSUHammer

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Elhanan wrote...

Lycidas wrote...

Did they meet that ambitious scope? IMHO no!
The city is one thing - bland. It does not change over the years and does not react to anything the player does. People just standing there chatting while the player throws fireballs? Hell yeah! Who cares about immersion thats never been a key feature of RPG's...
We are supposed to believe that this city is corwded close to overflowing. Tell me exactly where do you get that feeling?...


Crowd seen outside the gate? Folks seen in the markets, streets, underground? Folks seen joining gangs, jumping from overcrowded homes into ongoing melee below? Cutscenes? Etc. Sold the notion to me....

And I call my forays into the streets my way of making room for more refugees! Posted Image



The people outside the Gallows at the beginning gave me hope...but, alas, that was the biggest and only crowd that I remember encountering (other than enemy hoards) in the streets.  Here is some homework.  Go to the market areas in both Lowtown and Hightown during the day at any given Act.  Markets were traditionally the social hub of medieval villages and cities, bustling with activity.  Tell me how many people are walking around there, shopping (other than vendors and your party).

Now, fire up Assassin's Creed 2 and pick a town.  Tell me which one feels more "alive" to you.  I am not saying that other games, even DAO, didn't have cities as lifeless as Kirkwall.  Denerim was there, as well.  But, it wasn't the MAIN setting of the game.

Bioware had a big opportunity here to really give us a fleshed out city.  I feel they didn't take advantage of the setting.

Modifié par Hammer6767, 26 avril 2011 - 12:00 .


#212
Elhanan

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Tommy6860 wrote...

You mean like all of these people? Then there's the sparse amount of folks in the other-towns, I won't show those.

http://oi51.tinypic.com/eh1115.jpg
http://oi53.tinypic.com/x56o0k.jpg
http://oi54.tinypic.com/r77qqa.jpg
http://oi56.tinypic.com/95y0id.jpg


That is all Hightown, ain't it? Rumor has it that gangs, false guards, crazed Templars, Blood mages, and theives are prevelant (even lifted my purse once; just once). Plus there is the whole economy tanking issue which has sent most to the mall. Have you seen what that Hubert charrges?

Posted Image

Thing is, folks complain whether it is full or not; fighting not scaring them, fighting, etc. So not having to live between wall to wall people is fine with me. But you wanna fill your FX card? Add a mod....

#213
Lycidas

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Hammer6767 wrote...

Lycidas,
...
I agree mostly, but I don't have the jaded approach to think all the designers are ONLY worried abou new fans/sales. ...

The doctors lead the company they don't actually develop the game (or even play it). IMHO the devs (most of them) care for the fans cause they are fans too. The leadership cares for numbers not who creates them.

#214
Tommy6860

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Elhanan wrote...

Tommy6860 wrote...

You mean like all of these people? Then there's the sparse amount of folks in the other-towns, I won't show those.

http://oi51.tinypic.com/eh1115.jpg
http://oi53.tinypic.com/x56o0k.jpg
http://oi54.tinypic.com/r77qqa.jpg
http://oi56.tinypic.com/95y0id.jpg


That is all Hightown, ain't it? Rumor has it that gangs, false guards, crazed Templars, Blood mages, and theives are prevelant (even lifted my purse once; just once). Plus there is the whole economy tanking issue which has sent most to the mall. Have you seen what that Hubert charrges?

Posted Image

Thing is, folks complain whether it is full or not; fighting not scaring them, fighting, etc. So not having to live between wall to wall people is fine with me. But you wanna fill your FX card? Add a mod....


Well, you're going to run into gangs of Darkspawn in Origins, no? Most people when referncing the lifelessness of Kirkwall were more talking about the ambient settings, than the mob hordes of teleporting enemies that get beamed in from the heavens. Somehow though, I think you knew that. Please don't use the combat scenarios as the examples, those do not exist on screen until prompted. If you're going to go that route, than there are way more Darkspawn on the screen in the Battle for Denerim at any given time while heading to the tower. And there are even different type of enemies, and not the same looking copy and paste place holders that are what you battle in the combat scenes in DA2.

#215
Lycidas

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Elhanan wrote...

Lycidas wrote...

Did they meet that ambitious scope? IMHO no!
The city is one thing - bland. It does not change over the years and does not react to anything the player does. People just standing there chatting while the player throws fireballs? Hell yeah! Who cares about immersion thats never been a key feature of RPG's...
We are supposed to believe that this city is corwded close to overflowing. Tell me exactly where do you get that feeling?...


Crowd seen outside the gate? Folks seen in the markets, streets, underground? Folks seen joining gangs, jumping from overcrowded homes into ongoing melee below? Cutscenes? Etc. Sold the notion to me....

And I call my forays into the streets my way of making room for more refugees! Posted Image

Other than the crowd outside of the gate - read again outside of the gate - I think your imagination is making things up that really are not in the game.

#216
Sidney

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tariq071 wrote...


- It's not twich fest either

How is that different from DA 2, where you are just passenger that plays some Hawke instead of Ezio?


Right ACB isn't a twitch fest. It is a timing based combat system where I (the player) have to execute all the actions. There's no pick target, kill target interface like in DA2 or BG2. That's the start of the action game-yness of it.

Ezio is a passenger and Hawke isn't. Did Ezio ever make a decision in the game? Put another way is your Ezio any different than my Ezio? No. In DA2 your Hawke is different than my Hawke in decisions made over the course of the game. You apparently think the end state has to be different but that's not true it really can't be true given the way they told the story - hell the whole point is that something has happened but the Seeker misunderstands HOW it happened.  You are telling the story of how not what.

#217
Tommy6860

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Sabriana wrote...

@ Tommy

Yep. Got slightly claustrophobic just looking at that crowd. p)

Btw, is that mageHawke? And Bethany? How....? What....? How'd you do that?



If you want Bethany and Hawke both mages, open the console by hitting the tilde (you have to have the shortcut for DA2 setup for this to work). Then type no quotes (you won't see the characters as you type) "runscript zz_dae_debug", then you'll get the console wheel.  Click on "Modify Party" and choose Bethany, then exit out and she'll be with you from now on and also selectable from then on as well. There's aslo a mod where you can use the map anytime, anywhere, a mod where you can get the ally selection screen anytime, as well as one to swap weapons sets, anytime anywhere. If you look closely enough at the images, on the bottom right of my talent bar, you'll see the yellow icons representing those mods, hour glass for map, the one to the right for ally selection, etc..,

Modifié par Tommy6860, 26 avril 2011 - 12:27 .


#218
Shadowbanner

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[quote]Rockpopple wrote...

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.

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

[/quote][/quote]

Hi Rockpopple

I’ll address your points one by one.

It means that prior to some important battle, there’s a cut scene and when it’s over the designers place your team right besides the enemy without allowing you to place them tactically negating player tactical planning. Below Nightmare this isn’t much of an issue really, but in nightmare it really kills the game. As I've written before, Hard level is very easy (I can win most battles without even moving -except boss battles-, just letting my companions do all the work), but Nightmare is truly tough. I find combat difficulty unbalanced.

Back on topic, in these type of prerendered cut scenes. E.g. Ser Varnell’s Refuge, a prime of example of  how a battle could be easily won -even on Nightmare- with intelligent tactics but regrettably is easily lost because of this huge flaw. With tactics you could place your team in a choke point earlier on with tank at front and DPS and ranged units at the back. But no, in this example they place you right in the middle of an open cave with four Templar archers pinning you, 8 templars or so and Ser Varnell, not to mention the ones that materialize behind you on wave 2. Result: you are slaughtered on Nightmare when this could have been averted by playing intelligently backtracking on the choke point.  


[quote]Shadowbanner wrote...

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]

[quote]Rockpopple wrote...

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][/quote]

Erm, I beg to disagree.

If you mention DA:O, then so will I. In DA:O some side quests were basic, granted, but only a minority really and were optional to a large extent. In DA2 you have to raise 50 gold no matter what in Act 1 so you are forced to do them all. In DA:O you were at all times reminded of a great picture (stopping the blight, the archdemon).

This for example was cleverly achieved whilst travelling on the map. Random encounters were triggered such as fighting darkspawn on travelling from one place to another doing a side quest. In DA2 half of the quests are mindless, as it’s just a case of handing over some mcguffin and receiving a pittance in return. This was unnecessary and should have been removed. It feels as a filler, as a need to justify 50 hours of a game when there’s really only content for 10 hours or less; the rest is just re-used areas. I think no player takes pride in such fed ex quests which account for half of the game’s quests. Crass mistake.

[quote]Shadowbanner wrote...

6. You spend over 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]Rockpopple wrote...

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]

Ah, the economy, yes. Don’t get me started on that one…

Anyway, the only thing you can do is sell all this armor loot as it’s useless to both you and your companions.

[quote]Shadowbanner wrote...

7. Game is riddled with glitches and bugs. QA wo bist du?

[quote]Rockpopple wrote...

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][/quote]

Fair point. To be honest I’ve found no bugs that kill the game outright. I have no major complaint on this. But there are quite a few.

I’ve had the screen freezing on me three thrice, which is not bad considering these type of complex RPG games. I’ve seen NPC’s stuck in the middle of ox-carts in Kirkwall etc..In the Long Road quest in the Wounded coast you have a case of dead companions coming back to life if you distance yourself from the enemy raiders.

There is one however that is serious. When you return to the holding caves (the ones with the hidden slaver’s den), outside Kirkwall, there’s a glitch that does not allow you to exit the scene through the only exit point. Once you enter you are trapped. You actually have to reload your latest save outside of this area to continue playing.

[quote]Shadowbanner wrote...

8. Story is disjointed and lacks purpose, drive. Poor plot.

[quote]Rockpopple wrote...

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][/quote]

Act 1 = boring. You have to raise 50g and are forced to do all incoherent quests, even the mindless McGuffin ones. One whole year is fast-forwarded without your input. Say what? I know starts are always slow in Bioware games, no problem with that. But this is waaaay to slow.  You are a good 15 hours doing idiotic quests. There’s nothing epic about it.

Act 2 = without shadow of a doubt the best act. Even great fun at times. Incredibly enough I’m introduced in my own playthrough 65 hours into the game my would-be archrival (Whether Orsino or Meredith). Imo this is far too late to introduce them. Earlier hints (such as the letter signed by “O” from Hawke’s missing mother quest are not enough).

Act 3 = apalling. It’s just a huge step back and repetition.

Then you have dead DA:O companion cameos coming back to life: Zevran (you can killed him in DA:O), Lelianna (killed her in Urn of Ashes), Nathaniel Howe (killed in DAO Awakening) etc. these are some plot holes or inconsistencies. But meh, forgivable.

What's not so forgivable is just how linear and predicatable from the onstart you are going to have to choose one or the other side.

[quote]Shadowbanner  wrote...

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

[quote]Rockpopple wrote...

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][/quote]

In my case, I was introduced to both 65 hours into my game. Far too late.

Earlier hints, as pointed above, are insufficient imo. You must hate these people, ominous intros in prologues simply does not cut it imo.

I have nothing against either of them in-game, except perhaps Orsino because of him knowing about the necromancer that killed my mother. But that’s about it really.

[quote]Shadowbanner wrote...

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]Rockpopple wrote...

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][/quote]

Fairly objective I may add imo. Read the 4 or 5 star reviews in Amazon and they all complain about this. Nevermind the 1 or 2 star reviews...

Laidlaw himself has acknowledged the lack of environments because “they had to cut corners” given such a tight deadline. That’s his problem, not mine as aconsumer who pays for a product.

That’s like if I walk into a restaurant and I order a well-cooked chateaubriand. And the meat is rare. I complain and the chef comes out saying he just didn’t have more time to cook it because there are so many clients. Not my problem, I’m paying for it, else reduce the price then, that simple. Half content, half price. That sounds fair.

You know the original DA:O had quite a lot of GB storage compared to this one. The recycled areas are common in Bioware (take ME1, nearly all sidequests had similar copy-pasted dungeons that I knew off-by-heart). But in DA2 they have really gone overboard taking it altogether to a new level.

[quote]Shadowbanner wrote...

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

[quote]Rockpopple wrote...

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][/quote]

Not so. Morrigan was very complex. So was Flemeth. As was Anders, Lelianna etc. You could actually “harden” some of them such as Lelianna through a careful dialogue choices, opening new dialogue options. In DA2 you donot influence or change any companion one iota. From start to finish they already have their minds set up and its actually YOU, the gamer, who must adapt siding with one or another school of thinking. Hence my its “black or white” options. No subtleties, no nuances. 

What complex companion did we have in DA2? You can tell right away how they think. Not very deep. Isabela (****ty), Merrill (innocent), Anders (obsessed), Fenris (obsessed too), Sebastian (righteous), etc the best companion was Varric imo because he actually was complex, brushing aside unorthodoxy issues re his dwarf condition. That would be nitpicking.
  
[quote]Shadowbanner wrote...

13. Dialogues are not very well written out imo. Poor script.

[quote]Rockpopple wrote...

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][/quote]

Whose the majestic plural "us"?

You must be kidding me. I’m a registered user and both EA and BioWare know fully well my real name and surname, from where I’m from and all the games I have bought from them as well as all the DLC I’ve purchased over the years for DA and ME. I’m not a random guy that has joined in March to troll the forums. In fact I’ve only started posting because I wanted to voice my discontent with this disturbing trend of streamlining games which started off with ME2 to appeal to mainstream console-players (I’m actually one of them, player of COD et al to boot!) dumbing-down beloved IPs. I can almost picture EA Focus Groups/ Marketing guys telling BioWare who is the target audience they must cater to on designing these RPGs: “******: the larger the jugs all the better; Isabela needs’ em bigger, kids can’t get enough of them, ya know? Big ****** = massive sales. Just look at how Bethesda started off in the business with the cover of TES: Arena RPG”.

There is no trolling in anything I write. I never write “Dude, DA2 sux ass big time”. I argue and counter argue each and every point I write giving examples of what I write when requested.

Dialogue options are not complex. Moreover they have been heavily streamlined to massificated them following ME2 dialogue wheel. This may work in ME2 because its an action shooter RPG, but in the DA IP it simply doesn’t work because the game is more a “thinker’s man game”. Although in this second installment this is no longer the case (ref removed tactical options, simpler dialogues, childish all around etc).

[quote]Shadowbanner wrote...

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

[quote]Rockpopple wrote...

Again, subjective. [/quote][/quote]

Correct, its subjective.

I loved Mr Zur’s work in DA:O but his work is meh at best in DA2.

In any case, if you read interviews with Mr Zur, he acknowledges that he was unhappy at how EA forced to rush DA2 subject to tight deadlines. In fact he specifically declares that he’s never worked in a more rushed title than DA2:

http://social.biowar...index/6465400/1

So maybe, not that subjective after all, eh? Wouldn’t you agree?

[quote]Shadowbanner wrote...

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

[quote]Rockpopple  wrote...

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][/quote]

Well, letting aside the epilogue cards and such, most people’s reaction was a mild surprise to say the least. It’s a classic cliffhanger to be revealed in future DLC’s or in an expansion.


[quote]Shadowbanner wrote...

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]Rockpopple wrote...

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][/quote]

Sure, there were some choices that were very good. i.e. taking or not Bethany to the Depp Roads, caving in and giving Isabela to the qunari etc. but they are few and apart to give me a sense that my decision-making has any impact whatsoever in the grand scheme of things. Most of the time I feel rail-roaded no matter what choices I make. In ME1 for example you could choose in Vermire between saving Kaidan or Ashley. THAT had impact in the story which carries over to ME2 and ME3 presumably. I know you are no big fan of epilogue cards, but these little details wrap-up the story in a nice way making your decision all the more meaningful. It is then when you actually feel you have fulfilled a role, you have played a pivotal role in the story, as in role-playing.

[quote]Shadowbanner wrote...

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]Rockpopple wrote...

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][/quote]

Yup, great addition. I saw it last week or the week before and enabled it as soon as it was available. Shame it wasn’t shipped from the get-go with the auto-attack option.

That phrase is catchy, I have to give it to them…but no one can explain what it really is although we all have an approximate idea: blend the old-school tactical pause-and-play with the modern real-time action. Fact is,
DA2 caters to console-players more, unlike DA:O, and rewards playing on real-time, that is button-mashing.

I cannot say about playing on DA:O on a PC as I only play RPGs in consoles. I leave my PC rig for complex strategy gaming that requires the uber mouse control. I know, it’s kinda weird but it works for me.

[quote]Shadowbanner wrote...

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]Rockpopple wrote...

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][/quote]

Ha ha ha. You are right. I’ve repeated the “finally” thrice. Its just that every time I thought I had finished one more point cropped up and I had to add it to the “objective” point's list. ;)


I agree again. To be honest I’m not asking BioWare to design cities as complex as AC. In fact, even the graphics they have on DA2 are superb. But an RPG is not about graphics imo, it’s about the story and this is where DA2 falls flat on its face. Which coming from BioWare is a first-timer and a big surprise at that given their impressive track record. If there is one thing that BioWare does well, is to tell a good compelling story. But not this time.

Make no mistake, I don’t wish BioWare ill. In fact. Because I’m a huge fan of their work, my disappointment is huge and DA2 feels like a total letdown very far from their traditionally high standards which makes it all the more infuriating. So in a way, they are victims of their own success as they are the ones who set their own high standards, not me.

When you compound the sloppy remarks from Gaider, Laidlaw and now even Dr Muzyka with his false “nostalgia” argument you are left but wandering what in God’s name is wrong with these people. They seem to have lost touch with reality and its customer base. Oh well, I guess EA played its role in that… 

BioWare and Bethesda are for me the best wRPG companies.

In any case I uphold my 20 points are objective and unrelated to my expectations on a DA:O sequel. The “nostalgia” argument Ray uses is a fallacy. DA2 taken by itself is a bad game, mediocre. And nosediving sales and word of mouth are doing the rest. I’ve actually had to write to Amazon to have my review published after 10 days (sic) because it was “being held back for –undisclosed- technical reasons”.

But oddly enough, Amazon's technical glitch had no trouble whatsoever in printing my 5-star review of S2TW the same day I submitted it; hmmm…conspiracy!! :alien:

Trust me, I could easily write another 40 DA2 points/flaws this time strictly related to it being an unworthy successor to DA:O. That would be subjective indeed.

But we are all humans and I’m sure BioWere is having a tough time of its own besieged by disgruntled fans such as myself. A first-timer for them.

Modifié par Shadowbanner, 26 avril 2011 - 01:48 .


#219
Elhanan

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Tommy6860 wrote...

Well, you're going to run into gangs of Darkspawn in Origins, no? Most people when referncing the lifelessness of Kirkwall were more talking about the ambient settings, than the mob hordes of teleporting enemies that get beamed in from the heavens. Somehow though, I think you knew that. Please don't use the combat scenarios as the examples, those do not exist on screen until prompted. If you're going to go that route, than there are way more Darkspawn on the screen in the Battle for Denerim at any given time while heading to the tower. And there are even different type of enemies, and not the same looking copy and paste place holders that are what you battle in the combat scenes in DA2.


So all the violence is not keeping folks in their homes? I mean, I hear so much commotion about exploding bodies, and I just washed this tunic....

Thing is, as a self-described agoraphobe, I do not want to see the streets full of people. Hates it. I even had to put away one title for a week or so because almost everyone seen on the streets wanted to talk and give me quests. "Yeah; sure; fine; whatever! Now please just GET AWAY FROM ME!" *breathe deep, and exhale; repeat*

Let me just say that I am less than sympathetic to this issue, and excuse myself from the table for this minor problem.

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#220
AkiKishi

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Sidney wrote...

tariq071 wrote...


- It's not twich fest either

How is that different from DA 2, where you are just passenger that plays some Hawke instead of Ezio?


Right ACB isn't a twitch fest. It is a timing based combat system where I (the player) have to execute all the actions. There's no pick target, kill target interface like in DA2 or BG2. That's the start of the action game-yness of it.

Ezio is a passenger and Hawke isn't. Did Ezio ever make a decision in the game? Put another way is your Ezio any different than my Ezio? No. In DA2 your Hawke is different than my Hawke in decisions made over the course of the game. You apparently think the end state has to be different but that's not true it really can't be true given the way they told the story - hell the whole point is that something has happened but the Seeker misunderstands HOW it happened.  You are telling the story of how not what.


That would depend on whether you think decisions are picking things from a list or not.

#221
Shadowbanner

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Typo. Double-posting.

Modifié par Shadowbanner, 26 avril 2011 - 01:46 .


#222
Pandaman102

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First off, I'd like to apologize for not replying earlier because I missed your post.

Roxlimn wrote...

There's a bunch of things DA2 does really, really well, but I wouldn't expect someone of your stance to be open to that discussion. Pardon the generalization but the usual Bioware forumgoer who doesn't like DA2 tends not to be a very rational poster.

Okay, now civility goes out the window. Get off your crippled high horse, I'm fine with you defending DA2, but when you start pulling **** arguments like claiming anyone who doesn't "get" the story is ignorant and limp-wristed ad hominems like this then you should take a good, long look in the mirror at who's being irrational.

Fact is DA2's marketed (and still is, right there on the goddamn website and back of the ****ing box) as a rise to power theme. It didn't deliver. How do you defend that? You claim that's not what the story is, it's the players' fault for believing the advertising, and that's not what the story really is about. Seriously? That's not defending, that's making excuses.

Fact is DA2 recycles whole maps to death, moreso than any other game on the market. How do you defend that? You ****** and moan about how other games also recycle parts of maps (which is the whole goddamn point of using tiles) and act indignant that nobody seems to agree using set tiles to create dungeons with unique layouts is just as bad and justifies DA2's wholesale recycling. And then you keep ****ing misrepresent that as people somehow not being able to perceive tiles being reused. What. Utter. Bull****.

And in case I wasn't clear enough: I'm not offended that you like and want to defend DA2, I'm offended that you throw up a wall of **** arguments and then have the gall of accusing me of being irrational.

Thanks for wasting my time.

Modifié par Pandaman102, 26 avril 2011 - 02:17 .


#223
Elhanan

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Pandaman102 wrote...

First off, I'd like to apologize for not replying earlier because I missed your post.

Okay, now civility goes out the window. Get off your crippled high horse, I'm fine with you defending DA2, but when you start pulling **** arguments like claiming anyone who doesn't "get" the story is ignorant and limp-wristed ad hominems like this then you should take a good, long look in the mirror at who's being irrational.

Fact is DA2's marketed (and still is, right there on the goddamn website and back of the ****ing box) as a rise to power theme. It didn't deliver. How do you defend that? You claim that's not what the story is, it's the players' fault for believing the advertising, and that's not what the story really is about. Seriously? That's not defending, that's making excuses.

Fact is DA2 recycles whole maps to death, moreso than any other game on the market. How do you defend that? You ****** and moan about how other games also recycle parts of maps (which is the whole goddamn point of using tiles) and act indignant that nobody seems to agree using set tiles to create dungeons with unique layouts is just as bad and justifies DA2's wholesale recycling. And then you keep ****ing misrepresent that as people somehow not being able to perceive tiles being reused. What. Utter. Bull****.

And in case I wasn't clear enough: I'm not offended that you like and want to defend DA2, I'm offended that you throw up a wall of **** arguments and then have the gall of accusing me of being irrational.

Thanks for wasting my time.


FWIW - You really are not helping your case by challenging the swear filter; just saying....

Fact is that DA2 does deliver a rags to riches tale. I was quite pleased after finding little actual gold in one part of the game while being immersed in riches that this included a new dwelling and social rank for the family. More comes later when the title of Champion is obtained. While this may not be what was expected, it does seem to match the pitch.

And while the maps are reused many times, I do not require a plethora of varied caves and basements. Now the one with the camera choking stairs could use a replacement, but I am content with the rest. After all, I am supposed to play in the same sandbox for a decade.

Modifié par Elhanan, 26 avril 2011 - 03:32 .


#224
Pandaman102

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Elhanan wrote...

FWIW - You really are not helping your case by challenging the swear filter; just saying....

Fact is that DA2 does deliver a rags to riches tale. I was quite pleased after finding little actual gold in one part of the game while being immersed in riches that this included a new dwelling and social rank for the family. More comes later when the title of Champion is obtained. While this may not be what was expected, it does seem to match the pitch.

And while the maps are reused many times, I do not require a plethora of varied caves and basements. Now the one with the camera choking stairs could use a replacement, but I am content with the rest. After all, I am supposed to play in the same sandbox for a decade.

Profanity is merely another way of expressing one's lack of respect for another person. Another way of showing lack of respect is to insult someone with unfounded accusations. I did the former, he did the latter - and I had ample opportunity to do the latter as well when he supported his position in an earlier argument by claiming he was a doctor; I could have easily done the childish thing and called him for pulling the "I'm an expert, I know what I'm talking about" card, but I respected him and tried to continue the discussion while accepting his assertions as truthful.

I'm still showing him more respect by not calling him on his doctor claim, even with all the profanities.

But to address your "rags to riches" argument, the marketing says you determine Hawke's rise to power, not you watch Hawke's rise to power. It implies some degree of choice on how Hawke becomes Champion, but there is no choice. Your Hawke gained nobility the exact same way my Hawke became a noble, your Hawke became Champion exactly the same way my Hawke became Champion; the only choice we had was "which of our companions come along for the ride" - but, again, that isn't determining how you rise to power, that's determining what happens to your companions.

I don't mean to make light of your condition (at least I think you said it was a condition, I apologize if that's not what you meant), I understand that you have difficulties with direction and as such you don't notice the repeated maps, therefore you don't feel it's important. The problem is I, and many others, do notice the repeated maps. It''s very jarring and there are plenty of people who like and defend DA2 who don't defend the repeated maps, so it's not something minor that only "haters" are nitpicking on.

#225
Ariella

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Tommy6860 wrote...

Ariella wrote...

I'm not side stepping at all. I found more than enough immersion and and immagination in the game, as did many others to read these boards. And you do have choices that have effect on you, on how your companions see you, on even if they stay or leave, much like DAO, though unlike DAO it's not just a 1 or 0 thing.

And if you want to address side stepping, my point still exists. Using words like immersion and immagination are great, but when you put them up against budget and deadlines... How do you make a decade lenght game at a price people are willing to pay? Two acts? eight or ten, but that increases how much one has to budget toward various things like design, new art, voice work etc which increases the cost of the game.


Now you're deflecting costs of the game as the reason, as that is not what the game genre discussion is about. Most know why Bioware/EA did with the budget of the game. That doesn't make it immersive, imaginative nor an RPG. You went from adding elemnts that are not in the game, to developer budget costs as some reason that are not about the game style. Budget or no, this thinking doesn't make it an RPG nevertheless. If you like the game, and found immersion, that is fine. My stop is when people say there are these RPG elements in the game in which they do not exist. Fact is, each time I point the differences, replies like these are all too common when it no longer is a discussion about the game, but some outside reasoning.


No, I asked how do you (the you being addressed vaguely to DL as it was his post I was answering) create a game economicaly that spans a decade, addressing the point of the three years/act complain. You came in with the words immagination and immersion, neither of which are quantifiable yet you claim they are. 1+1=2 is quantifiable and that is what is called a fact. Immagination and immersion differ for different people thus are not facts but subjective observations based on the person.

And all of this has to do with the three act style in which the piece is presented, which was a major complaint in that one does not get to play the entire ten years.

And yes there are RPG elements, but I'm not going to going into detail on those as we'd be going into huge spoiler territory. However, companions do react and change in relationship to Hawke. Do you have control of every little facet of their lives... No, as it should be, but their perceptions of you change based on their reactions to your actions, and there are crisis moments where you can lose them permenantly, and not just the sib. Look it up on the wiki if you don't believe me.



You know the story behind WHY Lord of the Rings was divided up into three books rather than being one, like Tolkien wanted? Because after the war there was no way anyone could print the thing and price it where anyone could reasonably buy it.

The same principles are in operation here, so you need to tell a story that spans a decade in a way that also isn't going to up your budget or delivery time. Framed narrative is a good device for that.

But the question remains, how would YOU have built the game without breaking the bank?



What does this have to do with DA2 not having Origins RPG elements as was being discussed? What does this have to do with the game being called Dragon Age, and not remotely living up to the RPG style of its predecessor? I understood your budget meme the first time.


Again, this has to do with the three act, framed narritive and the fact that a major complain is one only gets to play three years rather than the entire ten. The point of the matter is that it would be VERY difficult to tell a story via a cRPG as a ten year period without breaking either the audience's attention span or more importantly, the bank.