AngryFrozenWater wrote...
That's the same feeling I have about DA2. They didn't take any risks. Instead BW dreamed up several cost savings operations (some pioneered by the Mass Effect team) and asked marketing to explain it. Hence the whole streamlining and (relevant to this topic) innovation.
I think your mostly right in that. But I think they also really did want to expand the DA world beyond the tale of the Warden and Blights. I really believe they did want to expand the whole DA world by having the world explode into a state of chaos over mages and magic and how that state now effects not only
every country but every person during that time. How that struggle not only causes rifts in families and friendships but also forms bonds as well. And most importantly, how that pertains to those seeking power over all and those that seek it to protect the ones without it.
Though in order to make that world culminate to that point, it meant that it would take something monumental to ripple out toward the edges, and have to be pinpointed down to one moment and one person.
Was it innovative to shift the DA world in that direction? I think so.
But cutting the costs(streamlining)
while trying to make that story shift happen was not.
I think it was too much to want to change the direction of the storyline/DA world
and try to implement budget savers from borrowing from another game (ME) to gain a new kind of fans.
I think it was too big a risk in that it should have been one or the other but not both at the same time.
One was a dramatic change in storyline for unfolding of change in the DA world and the other was a dramatic change in the gameplay.
Upon hearing things like rushing due to riding the success of DAO
and the engine reaching it's end
and budget costs as the reason for using ME operations
and trying to draw an action oriented crowd
and opening up the world to a chaotic state for more future stories that reach across Thedas..... I don't see how really DA2 really could have came out really successful with a formula like that.
With too many goals in mind, it only succeeded in spreading itself out too thin.
It's really a wonder as it is.
Now I think, if they had wanted to change the world to that chaotic state then it certainly would have made more sense to develop a game with borrowed mechanics and gameplay that appealed to new fans as an experiment
after the DA world culminated to the chaotic state over magic. That way it would have maintained the fans, yet open them up to a new innovative kind of game that could be judged on it's own without derailing the originality of the first game. And depending on the successes of both of them, make the decision as to what to keep and dump for future installments.
But as they say, it's always easy to see 20/20 in hindsight.