the_one_54321 wrote...
After hearing about all the changes, I did not purchase or play DAII.AAHook2 wrote...
How about Dragon Age 2?
You may be the wiser for it.
the_one_54321 wrote...
After hearing about all the changes, I did not purchase or play DAII.AAHook2 wrote...
How about Dragon Age 2?
Sidney wrote...
Lethys1 wrote...
More choice? The only choice I had was to play the game or to not play the game. Otherwise, the game is exactly the same no matter what.
It isn't. There are a lot of smaller choices along the way but DA2 doesn't slap you in the face with "BIG CHOICE" like DAO did. They said it was a more personal game and it is. The choices aren't "Who rules dwarven kingdom" type things. I think Bioware overestimated people's ability to handle a smaller story and not the Michael Bay of stories.
Sidney wrote...
Well I hated talking to people and not having anything new to say, that was illusion breaking for me. Worse was if I skipped talking to someone after a node "unlocked" and all the conversations could spill out in one chit chat session. I went from 0 to best friends with Morrigan that way by accident by first playthrough.
Time, across all things, is still the bane of the non-linear game because it never feels right. Doesn't matter rather it is the fake timers on conversations, "OMG we have to hurry quests" that you can do at anytime or the "OMFG we have to save the world but let me explore this forest/planet/lost tomb first" thing. I know people worship at the altar of the non-linear and in sandbox games w/o much real plot (Bethesda games) that can work but the Bioware games really force you to suspend disbelief in a huge epic way because time doesn't work - and I suspect this is why you don't have real day/night cycles or actual time passing in them.
AlanC9 wrote...
Sidney wrote...
Well I hated talking to people and not having anything new to say, that was illusion breaking for me. Worse was if I skipped talking to someone after a node "unlocked" and all the conversations could spill out in one chit chat session. I went from 0 to best friends with Morrigan that way by accident by first playthrough.
Yeah, that's pretty much how I see it. Deciding how fast to pace my PCs realtionships has nothign to do with playing my character, but a design like DAO's practically mandates it.Time, across all things, is still the bane of the non-linear game because it never feels right. Doesn't matter rather it is the fake timers on conversations, "OMG we have to hurry quests" that you can do at anytime or the "OMFG we have to save the world but let me explore this forest/planet/lost tomb first" thing. I know people worship at the altar of the non-linear and in sandbox games w/o much real plot (Bethesda games) that can work but the Bioware games really force you to suspend disbelief in a huge epic way because time doesn't work - and I suspect this is why you don't have real day/night cycles or actual time passing in them.
Well, Bio could tie progression in relationships and such to progress though the game rather than time per se. I think that's how KotOR worked. Assuming Bio still want to handle time the same way they're doing now, but most RPG fans are too weak to handle a real clock.
Says you! Witch Hunt almost became the first DLC I ever bought. Until I read about how the ending worked out. What a complete gyp. The entire interaction is utterly meaningless in that the writers refused to tell anything at all except "go with her or not." After the "All Morrigan Questions Answered!!!" line, this was just infuriating.AAHook2 wrote...
The only time a relationship really felt like time and incident fell into effect was if you chose to love Morrigan and decided to leave with her to raise your child.
AAHook2 wrote...
What was interesting about Origins was that there were those milestones, those points when your relatioship with a Companion or Love Interest would shift or run its course in some cases. Yet again, the passage of time is unmarked for the most part. In Fable a season may change, but your relationship stays basically the same. In Origins, the relationship may shift, but the season doesn't really change. Time feels static.
This. Sort of. I would like not to be able to romance someone in 5 minutes. However, there *were* certain things in DAO that would only occur at certain times that could bring about a change in the relationship, a trend they continued in DA2, but made even more noticeable by the separation of each Act.AlanC9 wrote...
The DAO relationships were OK as far as implementing different stages, though not great. My problem with the DAO implementation is that the timing of the relationship is 100% controlled by the player. I'd prefer to have the timing governed by how far you've progressed through the main plot. But that would make the problem of companions having nothing to say even worse..... which ends up leading me back to the DA2 implementation.
Examples?n2nw wrote...
It used to make me so mad in past games when your whole world would fall apart and no one noticed....or cared - especially the LI.
DAO - pick an origin and then when you revisit it or it revisits you (such as in the Dalish Elf origin)....not a lotta love going on anywhere (except for the Alienage Elf origin revisit perhaps, but it was *really* lacking and one response was rather callous)the_one_54321 wrote...
Examples?n2nw wrote...
It used to make me so mad in past games when your whole world would fall apart and no one noticed....or cared - especially the LI.
They weren't really responses, though. When something that big happens (the Bhaalspawn, the Slayer), you expect people to have opinions, not just small reactions. The Bhaalspawn/Slayer reactions were the only ones and they weren't very notable. Those were big changes and some of those companions had big opinions and personalities. I expected more.the_one_54321 wrote...
Maybe a negative response isn't exactly the same as no response?
the_one_54321 wrote...
Says you! Witch Hunt almost became the first DLC I ever bought. Until I read about how the ending worked out. What a complete gyp. The entire interaction is utterly meaningless in that the writers refused to tell anything at all except "go with her or not." After the "All Morrigan Questions Answered!!!" line, this was just infuriating.AAHook2 wrote...
The only time a relationship really felt like time and incident fell into effect was if you chose to love Morrigan and decided to leave with her to raise your child.
AlanC9 wrote...
AAHook2 wrote...
What was interesting about Origins was that there were those milestones, those points when your relatioship with a Companion or Love Interest would shift or run its course in some cases. Yet again, the passage of time is unmarked for the most part. In Fable a season may change, but your relationship stays basically the same. In Origins, the relationship may shift, but the season doesn't really change. Time feels static.
Well, I can understand not shifting seasons in DAO. The Blight doesn't seem that threatening as it is, and having it take many months would make things worse.
The DAO relationships were OK as far as implementing different stages, though not great. My problem with the DAO implementation is that the timing of the relationship is 100% controlled by the player. I'd prefer to have the timing governed by how far you've progressed through the main plot. But that would make the problem of companions having nothing to say even worse..... which ends up leading me back to the DA2 implementation.
Actually, I experienced everything with Morrigan in it via youtube. All her dialog was posted in vids within a day. And all of it was incredibly disappointing.AAHook2 wrote...
So you didn't seek the entire Morrigan saga to be played out...
Then you really don't know anything about it then if you didn't actually go through it...
the_one_54321 wrote...
Is it safe to say that the common theme here that people want to see a world that has its own clock and reacts to your actions in a time appropriate manner?
the_one_54321 wrote...
Actually, I experienced everything with Morrigan in it via youtube. All her dialog was posted in vids within a day. And all of it was incredibly disappointing.AAHook2 wrote...
So you didn't seek the entire Morrigan saga to be played out...
Then you really don't know anything about it then if you didn't actually go through it...
abaris wrote...
the_one_54321 wrote...
Is it safe to say that the common theme here that people want to see a world that has its own clock and reacts to your actions in a time appropriate manner?
Just to give you some examples.
There are much older games doing exactly that. In Morrowind for example guards either helped you or attacked you when you fought in the streets. Breakins and burglaries were noticed and fined when they saw you. Weather kept changing and there was an active day/night cycle. Of course, all that wasn't very sophisticated, it was back in 2002 after all.
But one can say, there should be more along the lines of atmosphere than people standing around like cattle whilst you're busy chopping heads and throwing fireballs. And to top it off, they're invulnerable, so you don't even have to take care where to aim your shots, swing your sword or throw your spells. It simply doesn't matter.
That's not 2011 we're talking about. That's a very simplistic hack and slash adventure with never changing backdrops. Not a reacting world that creates the illusion of being alive.
I don't want to mention conteporary games creating exactly that kind of atmosphere, since it usually and understandably doesn't sit well with the mods, but there are quite a lot that let DAII pale in comparison.
AAHook2 wrote...
I wouldn't say that the relationships are totally controlled by the player. There were milestones you had to achieve before certain stages would be available in some relationships. Once they became available it was up to you to decide where and how far you wanted to go.
On the point about seasons changing or a mark of time passing...it doesn't seem right that the entire span of the Blight lasted only a few weeks or so. That's what I mean. To travel up and down Ferelden back and forth more often than not, it must have taken some months at least. There's no mark of that time though except for certain things like Lothering being destroyed and the Landsmeet being called.
It may have helped the sense of immersion to set a consequence to the order one played out areas and how many miles one had travelled in between. Could have easily been represented by the news of certain Arling's being overrun and the like.
It all worked well enough though. The gripe is minor.
Making a choice through diaologue or actions qualifies as an "RPG mechanic". The Witcher 2 is an excellent example of these mechanics becoming deeper and more enriching. Your choices throughout TW2 affect how the rest of the game plays out.What is "deeper RPG mechanics?" That's one point that is very specifically on my mind.
I think I saved myself $7 on something I would have hated anyway. I'm far from being the only one that thought the whole Morrigan tagline was false advertising.AAHook2 wrote...
I think you really cheated yourself by watching it on Youtube.
the_one_54321 wrote...
I think I saved myself $7 on something I would have hated anyway. I'm far from being the only one that thought the whole Morrigan tagline was false advertising.AAHook2 wrote...
I think you really cheated yourself by watching it on Youtube.


