It makes more sense to have visual effects come and go for purely metagame reasons?
It makes more sense that companions don't exude purple ooze because someone happens to be singing, or emit a big orange disk because they're being particularly inspiring. Moving most of the visual effects over to mages also seems to make more sense.
I have the opposite experience with performance. I find DA2 stresses my computer more than DAO did - DA2 makes my GPUs run hotter and thus my fans are louder. The difference could well be due to the vagaries of computer hardware, but my case shows that DA2 is not unequivocally easier to run.
I can't really answer that, but if I used more than three or four party-wide sustained abilities in DAO the game became almost unplayable with lag. Just my own experience.
And while it's true that in some cases, DA2 characters are more responsive than DAO characters, this is again not universally true. In DA2, in the midst of combat, it is not possible to stop your character doing whatever he is doing to make him do something else (perhaps because the circumstances of the battlefield have changed since your last command). Since DA2 attacks happen prior to the bulk oftheir associated animation, the characters are now trapped in that animation doing nothing while the battle takes place around them. DAO's design, where the attack happened at the end of the animation, allowed for more responsive characters in cases where you were revising previously issued instructions.
You could call that realistic. If you're in the middle of throwing a punch it's hard to change your mind and stop mid-way through. It's still a rationalization, but it's justifiable.
Yes, it didn't make much sense in DAO that you couldn't intercept an enemy with a standard attack, but you could still intercept them with any attack that included a knockdown or stun effect. The player's inability to intercept opponents in DAO has been overstated.
If you have to change your combat tactics because of a faulty game mechanic, it's bad. I know the same could be said of the animations in DA2, but personally "He's casting a spell so he can't take any other action" is easier to swollow than "He can't move to attack that enemy because his AI is broken".
But at the same time, he can only show a very limited range of emotion as determined by the designers. While DAO allowed your character to experience many more emotions, but simply not express them, DA2 allows you to express a very small set, and all others are forbidden you.
Expression is what I want. This is probably one of those personal taste things we won't agree on but, if all the other characters can visibly and audibly express emotion, I feel my character should too. In (let's say..) BG, a lot of other characters' emotion was read in the text, so it made more sense that the PC's would be there too, but DAO just felt like an awkward middle ground.
"Watching the story" is not gameplay. If you're not doing anything, then it's not gameplay. I specifically asked about gameplay. That requires that you be doing something. Simply absorbing the story passively is the absence of gameplay.
I'm talking about dialogue, my character doing what I tell it to (i.e. saying that I tell it to), surely that's gameplay?
Not all, but you've also sometimes ignored the costs of implementing them. You explained only why you like those features - not why they're better than the corresponding DAO features.
I did, didn't I? DA2 ran and looked better
than DAO, it had more resposnive combat
than DAO, and I felt my character had more emotion than
in DAO. The reasons I thought those things were worse in DAO were really implied in the statements. It's all purely opinion, of course, but still valid.
And since preferences are relative, describing things you like in the absence of an established frame of reference is literally meaningless.
DAO was the reference, it was in the question and the answer. That said, it's all subjective anyway, this whole thread is, as is the idea that one thing is better than another (in this context, anyway).
There are areas where I think DA2 is superior to DAO. I think the unstructured narrative in Act I is really very good. There's no central plot driving the player's action. There's no overal linearity - Hawke is simply set loose in a city to make his way as he sees fit. DA2's Act I is the best example of this we've seen from BioWare since the Taris section of KotOR (and before that, Chapter 1 of Baldur's Gate - even Chapter 2 of BG2 had Imoen's kidnapping hanging over you).
BG2 spoiler here, if anyone cares...
You can play BG not caring about Imoen, where the only reason you chase Irenicus is for power, if neither power nor Imoen are worth chasing... Well, is there a chaotic apathetic alignment? Although I agree it's nicer to be able to make your own choices, sometimes it adds alot to make a story line immediate (Bodhi kidnapping a romance, leandra being kidnapped). Times where there's no real reason not to do it, but preferably not for major plot arcs.
But I don't think that is nearly enough to overcome what I consider to be a dreadful loss of player agency in dialogue, and possibly the worst combat system and encounter design BioWare has ever made.
All as subjective as my points, but "the worst [...] encounter design BioWare has ever made" I would agree with completely.
Modifié par nerdage, 17 mai 2011 - 09:36 .