Ostagar2011 wrote...
Did it? Or did DA2 just move an epic, complex, mature, classic RPG into the casual action adventure genre? And you even managed to bungle the implementation of that... Besides, were 4 million copies of DA:O too little "potential"? At what point in the sales charts will you stop diluting into the lowest common denominator? 6 million? 25 million?
You have to look at cost, too, if we are looking at it from a business standpoint. 18 months was certainly too little, but 26 months might not be. And DA:O was in development for give or take 4 years (or maybe 3 & 1/2), which is closer to 42-48 months.
News at 11 - when you cut out a ton of RPG conventions to attract more casual gamers, you aren't doing RPG's any favors. If you want to do something for RPG fans, remove that acronym from DA3 (if as you say, you believe DA2 direction is the "future") - your silly game will shame it.
The issue, of course, is that you won't find agreement as to what makes a good RPG. Some people believe
very strongly that an RPG is about stat-based combat customization, e.g. roll playing. Others believe in role playing. Others want role assumption. Some want lots of customizability in their character for little reactivity. Others want less customizabilty for more reactivity.
RPG fans aren't a hive mind. DA2's problem wasn't this broadly worded part of the design philosophy - it was the execution.
The thing is - DA:O was not at all a game like old school RPGs. It had an isometric view and a silent PC, full party control and the quasi-tactical wargame combat of the old D&D RPGs... but there were lots of substantive differences in how the game played. I was there for how heavily criticized the game was for departuring from real oldschool RPGs, with features like the Origins being called a travesty and a clear way to reduce RP.