Ariella wrote...
Humans don't always prove the best feedback, those emotional attachments and all
. Seriously, you're right, it's finding the right balance, which is a theme I've been repeating on these forums for what feels like an age. I don't mind the overlap between action games and RPGs all that much, if I had I would have missed Larian's Divinity 2, which while having action elements (lot of puzzels that require jumping thus twitch skills that are not to be used with a touch pad) is a fun game and an interesting world and is classified an RPG.
The basic problem I believe the franchise suffers from is that Bioware poured all this creative energy into creating Thedas, but by the time DAO could get published the mechanics were dated. Now they've tried to course correct for all the criticism they got from that and ticked off a whole new group. What's needed is a balance in those mechanics where they don't intrude on the story too much, but at the same time can be meaty enough to satisfy the people who like strategic and tactical play and working with different builds etc.
I also think the risk they took did pay off in that they were able to move Thedas from status quo, which was pretty much where we ended DAO: everything went back to the way it was for most of the world, and the Blight was a minor inconvenence at best. That's not true anymore, and the story, no matter which side one picked, is out there and it's changed Thedas' political and social equation forever and no one on that continent is immune, except maybe the Qunari for now... It's put them in a place to move forward storytelling wise without feeling like they need to produce a "save the world" every episode of Dragon Age.
Now if they could make the end of the world a B plot in the next game, I'll be really impressed.
I've always wanted to play Divinity 2, but alas their DRM is not a bridge I am willing to take. Looks like a good game indeed, though.
The problem I see with mixing styles is that such games never become excellent in whatever style they mix it with. It's easy to see why. They have budget X at the start of the project and that new element eats part of the pie. It takes away resources from their core element. It could work if that core element was solid enough that it didn't require much additional development. And DA:O required improvement and bug fixing. It becomes harder when the budget and/or development time shrinks. In the case of DA2, according to some critics, one of those or a combination caused the state the game is now in. It looks plausible to me.
Then there is the problem of effect. Does the mix work? Which audience do you attract with it? I have seen threads in which people want less dialog, get rid of loot, customization and the inventory. Whenever I see such a thread then I hope the power grid of the marketing department fails. They might think it is a good idea.
If it is supposed to be a problem then don't cut it from the game, but make it worthwhile instead. I am dreaming up some ideas on the spot here, so am not sure if they are OK, but it should paint a picture for alternatives:
Have armor stats that don't have a 0.1% change of what kind of silly stat, make them have significant impact like 10% more physical damage reduction for low tier gear up to 50% for high end stuff. Now we are talking. Ghehe. With stats like that, you will want to find that cool loot and upgrade when you'll find it. Make armor as loot rare and worth a fortune. Balance the game around it. Give it a great backstory quest line and an epic fight to get it. That looks better than fighting the same old waves of enemies and get the Boots of the Campion which are very hard to miss on a quest which you had to do anyway. The dull codex entry for that armor piece could now show a snap shot from the fight you had been trough to get it.
I have no idea what the current companion armor exactly does and don't notice any significant difference when I upgraded them. Give them significant and noticeable stats too. Change the appearance of the armor after each upgrade, instead of a silly rectangle which I found by accident.
Tattoos? Give them meaning by adding magical properties to them. Remove them from the character creator. Add a tattoo shop at some dangerous remote location and a quest to save the shop owner. Getting a tattoo will get you an injury that lasts a week, but your tattoo will have a 75% resistance to knock back. And he sells other types too. Even for your companions.
Large probabilities with significant and noticeable impact on the stuff they work on. Hide the numbers if you must, but make them available to check in-game when we are curious.
In the examples above BW can add their great story telling and use it to tell the lore of the period.
Well... You get the idea. Improving an RPG doesn't mean you have to mix other genres. Bring back the fun.
Modifié par AngryFrozenWater, 28 avril 2011 - 09:42 .