Cutlass Jack wrote...
Upsettingshorts wrote...
So I gather from your post that you emerged from the womb holding one of these, then?
Not half as painful as the kid born with the BMW...
I was born with a 1967 Ford Mustang Shelby GT-500...I wish.
Cutlass Jack wrote...
Alistairlover94 wrote...
Did you save his mum?
Heh You bet! Never leave a damsel distressed. And besides, I really wanted that Tunnel Snakes Jacket.
Yes its true. I'm motivated by fashion.
More likely he played simplistic games and then gradually moved up to more complex games instead of asking for every single game created to be super accessible from the get-go. You cannot cater to everyone. It's just not going to happen and I don't see why BioWare should waste more resources on trying to cater to non-gamers when they can barely appeal to gamers as things stand. They need to come back strong with Dragon Age III and that means focusing their design efforts. If they don't we're just going to get another Dragon Age II.Upsettingshorts wrote...
So I gather from your post that you emerged from the womb holding one of these, then?
Cutlass Jack wrote...
shantisands wrote...
What are those exactly Ali? How do they differ?
Basically the G.O.A.T. was an in game aptitude test your character took while in school in Fallout. It was completely done in game. You sat at your desk, answered really silly questions on the test, and then turned it into the teacher to determine what your character's career would be. The career listed was entirely for laughs (I often got 'Marriage Councellor') but secretly it determined which skills your character would enjoy focusing on.
It was a great approach to character generation, and at the very end of the intro you could choose to ignore all the results and build your character in a more 'traditional' sheet based method if you wanted.
AngryFrozenWater wrote...
I would like a system in which the game asks you if you were a new player unfamiliar with RPGs or the series. In that case it invokes a number of in-game messages to explain the background or game mechanics more thoroughly. That way character creation could be at the start of the game. The way it is implemented now is annoying for people like me who are already familiar with the game.
Guest_Alistairlover94_*
Realmzmaster wrote...
Cutlass Jack wrote...
shantisands wrote...
What are those exactly Ali? How do they differ?
Basically the G.O.A.T. was an in game aptitude test your character took while in school in Fallout. It was completely done in game. You sat at your desk, answered really silly questions on the test, and then turned it into the teacher to determine what your character's career would be. The career listed was entirely for laughs (I often got 'Marriage Councellor') but secretly it determined which skills your character would enjoy focusing on.
It was a great approach to character generation, and at the very end of the intro you could choose to ignore all the results and build your character in a more 'traditional' sheet based method if you wanted.
Basically G.O.A.T is using a idea that came from Ultima IV:Quest of the Avatar by in 1985. The gamer was asked about a series of ethical dilemmas via tarot cards that determined the character's stats in Ultima IV.
Modifié par Sister Helen, 30 mai 2011 - 08:43 .
Marionetten wrote...
More likely he played simplistic games and then gradually moved up to more complex games instead of asking for every single game created to be super accessible from the get-go.
Marionetten wrote...
You cannot cater to everyone.
Marionetten wrote...
It's just not going to happen and I don't see why BioWare should waste more resources on tryingto cater to non-gamers when they can barely appeal to gamers as things stand.
Brockololly wrote...
2.) Really, I don't think devs need to simplify or dumb things down for new people, they just have to do a better job explaining things- and sometimes that means getting into nitty gritty detail.
Modifié par Upsettingshorts, 30 mai 2011 - 08:49 .
Upsettingshorts wrote...
Brockololly wrote...
2.) Really, I don't think devs need to simplify or dumb things down for new people, they just have to do a better job explaining things- and sometimes that means getting into nitty gritty detail.
All that being said, this statement most closely reflects my position on the issue.
Sister Helen wrote...
Was it one of the Ultimas that had a Tarot card reading where the cards you picked and questions you answered determined what kind of character skills you would have? I just remember the cards flipping, but I think you could override the results, if you had your heart set on a different skill set.
Gods, I got old.
Edit: I see someone else posted the answer to this question... nvm.
Modifié par Realmzmaster, 30 mai 2011 - 10:05 .
Guest_Alistairlover94_*
Cutlass Jack wrote...
Upsettingshorts wrote...
Brockololly wrote...
2.) Really, I don't think devs need to simplify or dumb things down for new people, they just have to do a better job explaining things- and sometimes that means getting into nitty gritty detail.
All that being said, this statement most closely reflects my position on the issue.
Near as I could tell, this was all the OP was trying to say.
Modifié par Alistairlover94, 30 mai 2011 - 08:54 .
Guest_Autolycus_*
Brockololly wrote...
AngryFrozenWater wrote...
I would like a system in which the game asks you if you were a new player unfamiliar with RPGs or the series. In that case it invokes a number of in-game messages to explain the background or game mechanics more thoroughly. That way character creation could be at the start of the game. The way it is implemented now is annoying for people like me who are already familiar with the game.
Yup- If devs want to have the super handholding option I almost think they should look at sports games like Madden, where you can have it pick a play for you if you want. But its just an option.
I understand where Laidlaw is coming from with wanting a low barrier to entry, but the way DA2 did things early on had many issues, IMO:
1.) You had little to no vested interest in why Super Hawke was killing a bunch of monsters from a story perspective. Personally, I think this is one of DA2's biggest overall problems, where you're just killing crap without knowing why you're killing stuff or what the significance of killing the stuff is or even having the option to kill stuff.
I know they wanted to get you right in the combat, but thats the problem when you have no idea why you're fighting, who you are and what the hell is going on. In an RPG, the combat generally needs some context to have it hold much weight. So while an individual fight may be interesting tactically or gameplay wise, why I'm fighting, who I'm fighting, and the context surrounding the fight is just as important.
I'd liken it to a Total War campaign battle versus just a single skirmish- if you're just playing a single battle, it lacks context and its mostly done for the tactical RTS gameplay. But when you have the campaign map open and you get into a battle, you have a broader context for the significance of the battle and why you're fighting. So a mundane battle on the more micro RTS level might be super significant given the campaign map macro level in that it could wipe out an enemy nation. Yet, I felt too often DA2 either gives really flimsy context for the battles or doesn't at all.
2.) Really, I don't think devs need to simplify or dumb things down for new people, they just have to do a better job explaining things- and sometimes that means getting into nitty gritty detail. I think way too many developers seem to think gamers are complete slobbering fools that can't wake up and tie their shoes in the morning without getting distracted. Sure, you need to make things interesting to keep people engaged, but I think thats where you have to make a strong first impression and hook the player with something like impressive graphics/visuals or an interesting story that the player takes notice of- that stuff can be appreciated by most anyone regardless if they know what an RPG is or not. Then once the player is interested, ease into the gameplay. I mean, I know some of my friends that have little to no interest in RPGs that once showed the opening military camp in The WItcher 2 were blown away and engaged by the game just by the visuals- that was enough to hook them and get them interested in how the rest of the mechanics of the game worked.
I don't think DA2 did a decent job of that as it just chucks you in combat, not only with little context but also in a fairly drab looking area visually.
3.) I think starting with some more involved character creation can act as an easy hook to keep the player's attention. Not the Diablo-esque pick a Hawke screen of DA2, but even if it was something similar but add in the face customization- something anyone can do pretty easily. And have that sort of thing integrated in the story/plot like the Fallout games do it. That way it doesn't seem as abstract in just picking stuff out of a menu, but you're still "playing" the game when fiddling with the stats.So stuff like Fallout's SPECIAL or the GOAT is a good example.
There is not much to add to this post. Well written and thought out. Good post.Brockololly wrote...
AngryFrozenWater wrote...
I would like a system in which the game asks you if you were a new player unfamiliar with RPGs or the series. In that case it invokes a number of in-game messages to explain the background or game mechanics more thoroughly. That way character creation could be at the start of the game. The way it is implemented now is annoying for people like me who are already familiar with the game.
Yup- If devs want to have the super handholding option I almost think they should look at sports games like Madden, where you can have it pick a play for you if you want. But its just an option.
I understand where Laidlaw is coming from with wanting a low barrier to entry, but the way DA2 did things early on had many issues, IMO:
1.) You had little to no vested interest in why Super Hawke was killing a bunch of monsters from a story perspective. Personally, I think this is one of DA2's biggest overall problems, where you're just killing crap without knowing why you're killing stuff or what the significance of killing the stuff is or even having the option to kill stuff.
I know they wanted to get you right in the combat, but thats the problem when you have no idea why you're fighting, who you are and what the hell is going on. In an RPG, the combat generally needs some context to have it hold much weight. So while an individual fight may be interesting tactically or gameplay wise, why I'm fighting, who I'm fighting, and the context surrounding the fight is just as important.
I'd liken it to a Total War campaign battle versus just a single skirmish- if you're just playing a single battle, it lacks context and its mostly done for the tactical RTS gameplay. But when you have the campaign map open and you get into a battle, you have a broader context for the significance of the battle and why you're fighting. So a mundane battle on the more micro RTS level might be super significant given the campaign map macro level in that it could wipe out an enemy nation. Yet, I felt too often DA2 either gives really flimsy context for the battles or doesn't at all.
2.) Really, I don't think devs need to simplify or dumb things down for new people, they just have to do a better job explaining things- and sometimes that means getting into nitty gritty detail. I think way too many developers seem to think gamers are complete slobbering fools that can't wake up and tie their shoes in the morning without getting distracted. Sure, you need to make things interesting to keep people engaged, but I think thats where you have to make a strong first impression and hook the player with something like impressive graphics/visuals or an interesting story that the player takes notice of- that stuff can be appreciated by most anyone regardless if they know what an RPG is or not. Then once the player is interested, ease into the gameplay. I mean, I know some of my friends that have little to no interest in RPGs that once showed the opening military camp in The WItcher 2 were blown away and engaged by the game just by the visuals- that was enough to hook them and get them interested in how the rest of the mechanics of the game worked.
I don't think DA2 did a decent job of that as it just chucks you in combat, not only with little context but also in a fairly drab looking area visually.
3.) I think starting with some more involved character creation can act as an easy hook to keep the player's attention. Not the Diablo-esque pick a Hawke screen of DA2, but even if it was something similar but add in the face customization- something anyone can do pretty easily. And have that sort of thing integrated in the story/plot like the Fallout games do it. That way it doesn't seem as abstract in just picking stuff out of a menu, but you're still "playing" the game when fiddling with the stats.So stuff like Fallout's SPECIAL or the GOAT is a good example.
Marionetten wrote...
More likely he played simplistic games and then gradually moved up to more complex games instead of asking for every single game created to be super accessible from the get-go.
Autolycus wrote...
You learn....like we all did. There are already plenty of games on the market that cater to that kind of person, role playing games, have never been that type of game.
Sidney wrote...
Like there is some sort of gaming hierarchy you play and end up, no doubt, at the top of the food chain with RPG's. That's silly.
Modifié par Upsettingshorts, 30 mai 2011 - 09:00 .
Guest_Alistairlover94_*
AngryFrozenWater wrote...
There is not much to add to this post. Well written and thought out. Good post.Brockololly wrote...
AngryFrozenWater wrote...
I would like a system in which the game asks you if you were a new player unfamiliar with RPGs or the series. In that case it invokes a number of in-game messages to explain the background or game mechanics more thoroughly. That way character creation could be at the start of the game. The way it is implemented now is annoying for people like me who are already familiar with the game.
Yup- If devs want to have the super handholding option I almost think they should look at sports games like Madden, where you can have it pick a play for you if you want. But its just an option.
I understand where Laidlaw is coming from with wanting a low barrier to entry, but the way DA2 did things early on had many issues, IMO:
1.) You had little to no vested interest in why Super Hawke was killing a bunch of monsters from a story perspective. Personally, I think this is one of DA2's biggest overall problems, where you're just killing crap without knowing why you're killing stuff or what the significance of killing the stuff is or even having the option to kill stuff.
I know they wanted to get you right in the combat, but thats the problem when you have no idea why you're fighting, who you are and what the hell is going on. In an RPG, the combat generally needs some context to have it hold much weight. So while an individual fight may be interesting tactically or gameplay wise, why I'm fighting, who I'm fighting, and the context surrounding the fight is just as important.
I'd liken it to a Total War campaign battle versus just a single skirmish- if you're just playing a single battle, it lacks context and its mostly done for the tactical RTS gameplay. But when you have the campaign map open and you get into a battle, you have a broader context for the significance of the battle and why you're fighting. So a mundane battle on the more micro RTS level might be super significant given the campaign map macro level in that it could wipe out an enemy nation. Yet, I felt too often DA2 either gives really flimsy context for the battles or doesn't at all.
2.) Really, I don't think devs need to simplify or dumb things down for new people, they just have to do a better job explaining things- and sometimes that means getting into nitty gritty detail. I think way too many developers seem to think gamers are complete slobbering fools that can't wake up and tie their shoes in the morning without getting distracted. Sure, you need to make things interesting to keep people engaged, but I think thats where you have to make a strong first impression and hook the player with something like impressive graphics/visuals or an interesting story that the player takes notice of- that stuff can be appreciated by most anyone regardless if they know what an RPG is or not. Then once the player is interested, ease into the gameplay. I mean, I know some of my friends that have little to no interest in RPGs that once showed the opening military camp in The WItcher 2 were blown away and engaged by the game just by the visuals- that was enough to hook them and get them interested in how the rest of the mechanics of the game worked.
I don't think DA2 did a decent job of that as it just chucks you in combat, not only with little context but also in a fairly drab looking area visually.
3.) I think starting with some more involved character creation can act as an easy hook to keep the player's attention. Not the Diablo-esque pick a Hawke screen of DA2, but even if it was something similar but add in the face customization- something anyone can do pretty easily. And have that sort of thing integrated in the story/plot like the Fallout games do it. That way it doesn't seem as abstract in just picking stuff out of a menu, but you're still "playing" the game when fiddling with the stats.So stuff like Fallout's SPECIAL or the GOAT is a good example.
And in avoiding those extremes you typically end up creating a product disliked by both new gamers and hardcore gamers. A lot of people love extremes. Hence the success of games like Demon's Souls and The Witcher 2 which are downright hostile towards new players. Tutorial? Yeah, you won't get one of those. Figure it out or die trying. The same applies to the Wii and its immense success with casual players.Upsettingshorts wrote...
Well, you can try, but you have to avoid extremes.
It's not as much arguing as simply stating that anything implemented into the product takes time and resources away from something else. Zots are limited.Upsettingshorts wrote...
Arguing about resource cost on a forum where none of the users (save a few who have BioWare tags and aren't at liberty - typically - to reveal the details of them anyway) actually have any knowledge of what these design decisions would actually cost - in real terms - is problematic at best and useless at worst.
That said, is the suggestion of say, an "auto-loadout" button for character inventories on its merits alone a bad one? How does it differ tremendously from auto-levelling?
Modifié par Marionetten, 30 mai 2011 - 09:02 .
naledgeborn wrote...
More DA2 criticism? I'm game. Overall I think it was a rushed, lazy game. Off the top of my head - Item descriptions for the inventory (see DAO for more conetext). One of many examples.
Agreed. Somehow BW thinks that (console) players have the long term memory of a gold fish (1 second) and are just smart enough to barely hold a controller or mouse. There is a limit to hand holding and dumbing down.Redcoat wrote...
Very well said.Brockololly wrote...
[snip]AngryFrozenWater wrote...
[snip]
I found it ridiculous how often combat gets shoehorned into DA2's quests, the most egregious example being The Long Road. Somehow even a simple matchmaker quest turns into a bloodbath. I can just imagine Hawke going down to the liquor store for a six-pack and walking in the door completely drenched in blood from the five dozen people he had to slaughter along the way.
In regards to the point about developers' attitudes towards gamers, there's the contemptible notion as of late that, if a player cannot instantly grasp a game's mechanics, then he will not enjoy the game at all. I hear words like "ADD generation" thrown about, but I'd like to think that the average player has a long enough attention span to figure out something more complex than some mindless action game.
Of course there is a hierarchy. Do you think I went straight from Mario to Ultima? No, I actually bridged that gap with adventure games before I even attempted the leap.Sidney wrote...
Like there is some sort of gaming hierarchy you play and end up, no doubt, at the top of the food chain with RPG's. That's silly. I've really never played much but RPG's on the computer because they are easy compared to high twitch things like Madden or CoD.
Guest_Autolycus_*
Guest_Alistairlover94_*
AngryFrozenWater wrote...
Agreed. Somehow BW thinks that (console) players have the long term memory of a gold fish (1 second) and are just smart enough to barely hold a controller or mouse. There is a limit to hand holding and dumbing down.Redcoat wrote...
Very well said.Brockololly wrote...
[snip]AngryFrozenWater wrote...
[snip]
I found it ridiculous how often combat gets shoehorned into DA2's quests, the most egregious example being The Long Road. Somehow even a simple matchmaker quest turns into a bloodbath. I can just imagine Hawke going down to the liquor store for a six-pack and walking in the door completely drenched in blood from the five dozen people he had to slaughter along the way.
In regards to the point about developers' attitudes towards gamers, there's the contemptible notion as of late that, if a player cannot instantly grasp a game's mechanics, then he will not enjoy the game at all. I hear words like "ADD generation" thrown about, but I'd like to think that the average player has a long enough attention span to figure out something more complex than some mindless action game.