David Gaider: There was a lengthy post-mortem process after Origins where each part of the development team discussed what worked and what didn’t work, and what we’d like to see changed for
Dragon Age II.
Then there was taking into account a lot of the feedback from the game’s release, both from the fans as well as the reviews—seeing what they wanted, or at the very least what they thought needed improvement.
Heather Rabitach: To implement these changes, enhancements needed to be made to our graphics engine for the art team and to the combat style for the gameplay group. Before entering full production this required a
lot of programming support and upgrades to our engine and tools. It was a big challenge on a tight timeline, but we had a clear vision of how we wanted the game to look and feel, so once the goals were set everyone was onboard to make the game a more accessible experience for those who are new to RPGs while still remaining tactically satisfying for those who enjoy the depth of a large-scale RPG.
Yet neither of these was done well. Depth and DA2 are pretty mortal enemies imo.
Modifié par CoS Sarah Jinstar, 31 mai 2011 - 08:51 .