Harid wrote...
People still blame EA.
Fantastic naivety.
And you are here just to praise them, right?
Harid wrote...
People still blame EA.
Fantastic naivety.
Mad Method wrote...
With Legacy out it seems Bioware has been adding a lot more puzzles into their game, so what are everyone's opinions on puzzle mechanics?
I think there are three things to consider to puzzles:A lot of old-school games used puzzles, and personally, I'm fine with puzzles as long as they're good enough, so the important bit for me is usually #2. A Towers of Hanoi puzzle might be fun the first time you do it, but after that it usually becomes busywork. Personally, the Bioware puzzles haven't impressed me, but I didn't mind them either. What about everyone else?
- Puzzles as breathers. Meaning, using a puzzle every now and then to keep the game from being monotonous.
- Puzzles as brain-teasers. In other words, puzzles for the fun of puzzles. Making them interesting, engaging, challenging, and fun.
- Puzzles as a vehicle for interactivity. So if you had a player repair a device, instead of having them just collect the ingredients and throwing a cutscene, you have them play a mini-game trying to fix it.
Mad Method wrote...
Realmzmaster,
That's not really an answer to what Ringo12 said. Ringo12 commented that spell memorization added tactical considerations in selecting spells and using them. Your response is that it's an unnecessary limitation because that is an unrealistic way to do magic, which is rather absurd. To me, that just means that some people don't enjoy that kind of spell-casting system. I think the real problem is that spell memorization encourages making blind decisions with a nasty tendency to punish you at the very end.
On the other hand, a memorization system also allows for mages which are tactically played and believably much more powerful beings, but nevertheless do not overshadow the rest of your party.
At any rate, I think DA's combat system has its problems too. Personally, I really don't like the way Dragon Age has an out of combat full recovery system. Or the absurd amounts of potions and heals with amazingly low cooldowns. Or the aggro system which essentially revolves around giving enemies bad AI which reduces tactical complexity. The first two factors combine to punish you as little as possible for making bad decisions since there is no difference between surviving a fight at 5% hp and oom and trouncing enemies at 90% hp with some good mana left. To top it off even if you allow a character to get utterly overwhelmed in combat, a series of potions and heals will keep up a character which by rights really should have died for being put in such a bad position. The end result of both of these changes is that Dragon Age demands less tactical consideration from players since players can make bad decisions repeatedly but will recover regardless. Then we have the aggro system which further reduces tactical complexity because the AI instead of intelligently choosing how to fight will attack the one character who is built to withstand punishment for no other reason than because he is doing a Taunt - an ability which has does nothing in and of itself but instead serves to read "Make the enemy AI perform a really bad tactical decision." Have you ever played a game of chess and come up with a cool strategy to defeat your opponent if only they move in bad ways designed to allow you to do so? Now did you consider how bad chess would be if people actually willfully played into your hands like that?
I suppose the folks at Bioware may have been worried about new players being overwhelmed by complexity or somesuch, but they took the wrong approach to make the game accessible. Instead of making a combat system where careful decision-making adds to the fun of combat and adding tutorial segments to help get folks up to speed, they chose to assume that new players wouldn't want to learn these things and believed just reducing the complexity and effort to play the game would make it more fun - as opposed to mind-numbingly tedious.
Maybe it's just my tendencies to want to think things through, but DA's combat is rather firmly in the "tedious" department for me. Not all the time, but far too often.
JaegerBane wrote...
Yeah, I'm glad Vancian casting went out of fashion. I never could understand why all the RPG old guard used to love it. If I'm playing a spellcaster, I want to cast spells, not mess around 'memorising' spells I already know.
God, I hated DnD wizards. They basically felt like scroll dispensers.
Realmzmaster wrote...
I like puzzles when they make sense within the context of the game. The puzzles in DAO and DA2: Legacy made sense. The bridge puzzle and sliding puzzle in DAO added to the game. The fact you had to solve the puzzle to reach an area in the Temple of Sacred Ashes or free "Kitty" from Shale's masters lab had a purpose.
The puzzles in Legacy make sense and had a purpose. So I am fine with puzzles..
I'm curious. What makes spell memorization tedious to you? And I don't see a problem with recovering magic by resting. In DAO, you could even explain that away by saying magic comes from the fade, mages enter the fade only while asleep, and therefore mages must sleep to recover mana.For me Spell memorization is in the tedious department along with having to rest to memorize the spells. I see no problem with regaining mana or stamina especially stamina because that is what the body does once you stop exerting yourself. So as a mage I see no problem with the body regaining mana.
Potion spamming is bad combat design imo. It was one of the big problems of DAO and is still overused in DA2. I think using a potion in combat should penalize you because you have to lower your guard to fumble around with a potion, and I think potions should just be rarer, especially instant-restore ones.The regaining of Health points immediately is a compromise from having to find a safe spot and resting for any amount of time until you party is fully healed which is what gamers do in the D & D games Potion spamming can be done in all the Bioware games and some of those based on the Infinity Engine by other companies..
I wish they'd actually put some proper effort into AI. That would make the game a lot more challenging and fun.The AI in all of Bioware games is not that good. In BG2 and other D & D games bulit on the Infinity Engine you can use summon creatures and Otiluke's Resilient Sphere to clog up any doorway. The AI will continue to focus on the creature in the sphere while you fireball. cloudkill or kill the enemy in a hail of arrows. The strategy works because your summoned creature always fails it saving throw against Otiluke's Resilient Sphere. If you do not have the ability to summon a creature a Paladin works even better, since certain spells do not work on the paladin, like Fear.
Yeah, I do that sort of thing too. Good play revolves around taking advantage of your enemies' weaknesses. But the trouble is that Dragon Age doesn't really reward good play. If you play better, rather than getting a kick out of challenge, the combat becomes trivial instead.And if a enemy spell caster is not present the doorway is clogged until the spell ends by that time the enemy is dead. The combination can easy be defeated with a Dispel Magic, but the AI rarely uses it.. So yes I have developed strategies based on the fact I know what the AI will do. If I want a challenge I have to not use that combination. But there are other combinations that are equally broken.
Modifié par Mad Method, 10 septembre 2011 - 05:52 .
Modifié par Mad Method, 23 août 2011 - 07:16 .
Personally I'm not too particular on whether you have tonal ambiguity or pre-defined behavior, as long as it's well done. Bioware's problem in DA2 is that they seem to have wanted to let the player decide who Hawke is but couldn't help but want the game to work out their linear way and wound up predefining a lot of Hawke's behavior anyway. The end result was a frustrating main character for some because they were given a load of decisions which the game was happy to skew around to the point of meaninglessness.adlocutio wrote...
Also re:roleplaying through tonal ambiguity in dialogue: An example of what I mean exactly might be in order, and I refer you to start with the situation Sylvius pointed out in this thread: http://social.biowar...1/index/7774236
So he's pointing out the inaccurate paraphrase, but the result is that he's unable to roleplay a character who has no problem with slavery; the accept paraphrase is "yes" but the response is "get out of my sight!". So, if the response was "yes" just like the paraphrase(or OK, fine or whatever), AND if there were no voice actor delivering the line, then ambiguity allows for both possible responses, and thus both types of characters, to be equally valid.
Modifié par Mad Method, 27 novembre 2011 - 10:42 .
csfteeeer wrote...
Xewaka wrote...
Question: What happened to "spiritual successor of Baldur's Gate"?
Answer: It was developed by german based studio Radon Labs, and its name is Drakensang.
Drakensang? are you kidding?
Realmzmaster wrote...
Mad Method wrote...
With Legacy out it seems Bioware has been adding a lot more puzzles into their game, so what are everyone's opinions on puzzle mechanics?
I think there are three things to consider to puzzles:A lot of old-school games used puzzles, and personally, I'm fine with puzzles as long as they're good enough, so the important bit for me is usually #2. A Towers of Hanoi puzzle might be fun the first time you do it, but after that it usually becomes busywork. Personally, the Bioware puzzles haven't impressed me, but I didn't mind them either. What about everyone else?
- Puzzles as breathers. Meaning, using a puzzle every now and then to keep the game from being monotonous.
- Puzzles as brain-teasers. In other words, puzzles for the fun of puzzles. Making them interesting, engaging, challenging, and fun.
- Puzzles as a vehicle for interactivity. So if you had a player repair a device, instead of having them just collect the ingredients and throwing a cutscene, you have them play a mini-game trying to fix it.
I like puzzles when they make sense within the context of the game. The puzzles in DAO and DA2: Legacy made sense. The bridge puzzle and sliding puzzle in DAO added to the game. The fact you had to solve the puzzle to reach an area in the Temple of Sacred Ashes or free "Kitty" from Shale's masters lab had a purpose.
The puzzles in Legacy make sense and had a purpose. So I am fine with puzzles..
The Andraste's Ashes puzzle mostly felt like simple trial and error to me, but it was alright I guess. I think there was another problem with that puzzle, though: Many new players were simply caught off-guard by the puzzle and didn't know how they were supposed to progress. Since the average modern RPG treats a puzzle either utterly brainlessly or offers a few too many hints to steer them in the right direction, the Urn of Ashes could form a dead end to players who were just wondering if they needed to find some special item/switch or were waiting to have some kind of hint fall into their laps. It would have helped if the game prepared them for that sort of thing, but it didn't.Kothoses Rothenkisal wrote...
A good puzzle or a logical query can really stand out if done right, the Andrastes Ashes puzzle was a fantastic change of pace and actually got me reaching for some pen and paper and having to apply logic to the situation and trial and error. It was not frustrating at all, and I got a sense of satisfaction from solving it.
The fade levels, on the other hand, have the rather dubious distinction of being a linear maze that demands backtracking. And then more backtracking if you want the attribute bonuses. And the art design was rather bland. I'm not sure how those levels went through Bioware QA. The level design was plain bad. I think most players would agree the Mage tower questline would have been improved if you skip the fade.A good maze can do the same if its done right, let me take some wrong turns and let me make some bad choices.
Modifié par Mad Method, 04 octobre 2011 - 12:42 .
AlexXIV wrote...
DA:O is the spiritual successor of the BG series, and DA2 is the spiritual successor of DA:O. That's what happened.
csfteeeer wrote...
Xewaka wrote...
Question: What happened to "spiritual successor of Baldur's Gate"?
Answer: It was developed by german based studio Radon Labs, and its name is Drakensang.
Drakensang? are you kidding?
Lotion Soronnar wrote...
csfteeeer wrote...
Xewaka wrote...
Question: What happened to "spiritual successor of Baldur's Gate"?
Answer: It was developed by german based studio Radon Labs, and its name is Drakensang.
Drakensang? are you kidding?
No, he's not. Great game.
The sequel (River of Time) is even better.

What happened to "spiritual successor to Baldur's Gate"?
Modifié par FedericoV, 04 octobre 2011 - 08:27 .
Ringo12 wrote...
Drakensang is awesome. Origins wasn't much of a spiritual succesor either. And whatever happened to the dark fantasy Bioware said we'd get? I'm still waiting on that in the mean time I have Witcher 2 and Drakensang.
In Exile wrote...
I did the math in another thread. DA:O sold something like 700,000 more units than ME2 and about 1,000,000 more units than ME1.
But DA:O took as much as ME1 and ME2 combined to develop, which could very well have but the budget of the game along the same level as the entire ME series (because the same salary, lease, etc. costs had to be paid either for both games, on top of the actual dev. budget).
DA:O 3,737,419 according to VGChartz and ME1+ME2 sold 5,774,750.
DA:O was announced at E3 2004, and was ready for released in Nov. 2009. That's about 4 1/2 years (for the multiplatform release, which is why DA:O was delayed, and it sold many times more on consoles than PC).
ME1 was announced in Oct 2005, and ME2 was released Jan. 2010. That's around the same 4 1/2 year mark.
The ME series like had the same dev. time as DA:O alone.
Although DA:O had the biggest raw sales for any Bioware game, ME outpaced it heavily as a product in sales. At 25$ profit per game over the lifespan of each product, Mass Effect had $51,000,000 more in profit, hypothetically.
DA:O was not neccesarily the most profitable model, and I would put good money on the changes in DA2 (to be closer to ME) a way for EA to get at the same Dev cycle.
To give you a comparison, Oblivion developed started in 2002 and was released in 2006 for the 360 and 2007 for the PC (so let's say it had a 4 1/2 year dev. time if we count the PC port) which was comparable to DA:O, and sold 5,376,042 year-to-date. That's a dev. time comparable to the ME series, with similar sales.
The longer development cycle for a game like Oblivion actually still makes it comparable to the ME series, and has Oblivion selling 1,638,623 more copies than DA:O (though obviously Oblivion was out longer).
tl;dr:
DA:O sold more units, but is not as profitable as the ME series. So the model had to change.
In Exile wrote...
Although DA:O had the biggest raw sales for any Bioware game, ME outpaced it heavily as a product in sales. At 25$ profit per game over the lifespan of each product, Mass Effect had $51,000,000 more in profit, hypothetically.
Modifié par Lotion Soronnar, 05 octobre 2011 - 06:12 .