Brockololly wrote...
So my question would be with respect to DA2, was it really a "refined" sequel where the right variables were simply adjusted and BioWare understood what their audience wanted? Or did they try to change too much of the core Dragon Age experience without having a firm understanding of what the audience enjoyed from the first game?
It depends what features you like. For example, I think silent VO ought to be eliminated from the industry as rapidly as possible, and any game is made so much better by the mere inclusion of PC VO that every game should spare no expense to include it. I also strongly support an increase in cinematics, and prefer an unrealistic over-the-top and fast style to an unrealistic slow style. It's what I enjoyed about Bioware games, since I came in with KoTOR.
But these are desgin level decisions. Bioware could have outlined the right design elements in DA2 to include, and still horrendously failed to include them.
If you look at DA:O, you have to ask what it actually did differently:
It used a 'ruleset' that was similar to an MMO (e.g. WOW) with regenerating mana and health. It radically restricted the background available for any PC. It focused on providing a cinematic experience, drawing from fantasy blockbusters. It featured multiple disconnected plots in the context of a shallow general story.
DA2 continues with many of these broad-level design elements. It just does them badly.
No one wants recycled areas, or choices that don't matter. Bioware failing to execute and produce a good game is not the same thing as the design being flawed from the start.
My biggest issues with DA2 is that it didn't seem to try and iterate off of what Origins established, but tried to more or less reboot DA yet it lacked the time to do so in a manner which worked. So you end up with a bizarre mish mash of a game that lacks a confident identity in what it wants to be- from the art style to the gameplay.
DA2 goes off what Bioware looks to design in games. DA:O is a game from 2005 (or was it 2004?), and Bioware changed rather significantly as a studio. In between DA:O being announced and launched, we went from Jade Empire being released, to Mass Effect being released. Both those games built on what KoTOR did from NWN and BGII/BG.
The studio isn't the same. I'd wager some of the features (e.g. the cinematics and VO) were added because that's the staple of Bioware design values. Just look at TOR.
It comes down to understanding one's audience and I don't think the changes made to DA2 are necessarily what most people wanted out of a sequel to Origins. IMO, DA2 maybe got the "surprise" part down, but did it "delight"?
But the audience needs to understand the developer, and if there was anything I can say about the audience Bioware drew in with DA:O, it was that it was one the studio had more or less left behind with BG.
Modifié par In Exile, 20 juin 2011 - 03:58 .





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