Seival wrote...
By dynamic I think he meant that the mobs don't just come from the horizon or from thin air, they also drop down from the sky LOL
You want details? Ok, I’ll give you details…
Reinforcement-based dynamic combat:
Dynamic combat is combat that requires a lot of movement and abilities’ usage. Damage is not the main part of such combat. Main parts of such combat are: positioning, crowd control, anti crowd control, and tactics. DA2 combat is dynamic, but only if you play on “hard” or “nightmare” difficulty levels. The lower difficulty level is – the more static the combat becomes. There are some easy encounters even on “nightmare”, but it’s ok. Not all game encounters should be equally hard.
Reinforcement-based means that enemies use reinforcements. You can’t see all enemies at the beginning of the battle and have to use your abilities carefully. If you rush, you can be placed in situation where all your characters are out of mana/stamina, all potions are on the cool-down, and you still have a lot of enemies to fight (which means death in most cases on “nightmare” difficulty level). Knowing the mechanics of reinforcements in DA2 will not give you one I-W-I-N button. You will be much more prepared to fight, BUT you still have to move and use abilities or your party will die.
Friend-rival social system:
Similar mechanics was used in other games, yes. But modification of old mechanics is also innovation. In DA2 character may be your friend or may be a rival. Neither rival nor friend will punish player for “incorrect relationship”. Rival has his own advantages, and friend has his own advantages. Each your team mate has personal feelings about your main character. And you can use friendship or hate of your team mates to have some advantage in the combat. Friend will fight better because he likes you, and rival will fight better because he just vents his rage on the battlefield.
Dialogue system (modified ME dialogue wheel):
As I already told: modification of old mechanics is also innovation. DA2 uses modified ME dialogue wheel. The wheel itself is great for dialogues. It doesn’t require a lot of space on the screen, and provides up to 10 phrases to use at the same dialogue part (“investigate” and “return” are not phrases). In DA2 wheel has noticeable usability improvement compared to ME and ME2. Icons on each phrase show you what exactly you are going to do: make an important decision, ask about something, make a joke, and so on.
Character development system with optimized atributes and upgradeable abilities:
By optimized attributes I mean attributes system where each attribute is truly useable for each class. Most existing RPGs (the ones that have classes of course) still have attribute systems where each class needs just 1 or 2 attributes out of 6 (or something similar). Other attributes’ development is just a waste of effectiveness for a character. DA2 attribute system allows you to make effective characters with all 6 attributes developed and useable for him. And at the same time you still can make effective enough characters with only 1 or 2 developed attributes if you want to.
Upgradeable abilities were in some other games, but not in the same way as in DA2. DA2 has abilities’ trees, where most abilities can be upgraded differently. At the same time, there is no “spell book” + “talent tree” (that improves “spells” from the “spell book”). The best examples of such ability system are in DA2 and Rift. Maybe in some other new games also, but still – such ability system IS innovative.
I am not trying to argue what you said, I agree with it, but I want to reinforce a few things.
I am not saying this to belittle Bioware's effort in innovating their own games, this is something any developers should do. But I don't find them impressive at all. If we go specifically to the genre DA2 belongs, these are new to it, but then, that doesn't mean its better. Does the reinforcement system bring better combat to RPG? I would say no. It is not the first in RPGs, and it is not done well in DA2. It might makes a bigger difference in Hard and anything higher, but I think normal mode must comes first when designing. It is afterall, what the devs made the way game to be played. Hard are for people looking for a challenge.
The Friendship/Rivarly system is exlusive to Bioware games because of its made for the way Bioware handle companions. Which is unique compare to other RPGs. At least to my knowledge. I think it is a right direction, and I am excitied to see something similar and improved in DA3 and beyond.
The Dialogue wheel is hardly better than ME2's. The icon are there to indicate what kind of respond it would be, but then whats the point of the words? Hawke would not say anything like the words, but the icons are at least accurate. Alpha Protocol's Wheel is the best I've seen. It is better design.
I don't want to go to much into the skill tree, character attributes and classes. I think they are a step back more than anything. If theres one I thing I hate the most in DA2, it would this.
The "innovations" in DA2 are hardly anything new to the industry. Are
we talking innovations that improves upon what past games had have? Or
by dictionary definition. Because these are hardly improving anything
what gaming industry have seen. But they are new to Bioware games, and to certain extent RPGs. The
rivalry/friendship is the only one I couldn't think of something
similar that is not Bioware made. This wouldn't be a problem for me if Bioware had put more effort and faith into the franchise, but sadly TOR and ME are their main focus, and its a shame.




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