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The Future of the Dragon Age Series: DLCs, Expansions, DA3 and beyond.


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#26
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Brockololly wrote...

How to fix DA2? Honestly, I don't really know that you can "fix" DA2 via DLC. If the past DLC products are any indication, DLC just lacks the scope and budget to do anything super ambitious and manage to do it very well.

Personally, I won't be getting any of the DA2 DLC barring near universal praise from select sources I trust. I just don't want to support anything associated with DA2 at this point- I disliked the game that much.


But I am still potentially interested in Dragon Age overall as a universe and hope that maybe they can use the DLC to lay the groundwork for a better DA3. So what I might like to see out of DLC?
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- Unique environments:
A recycled environment is ok if its being acknowledged as one, not the stupid clone caves in DA2 which were technically different. And even then, if the player is returning to an old area, react to that somehow. Maybe like in Witch Hunt where you had recycled environments but you saw some little changes over time in the Mage Tower or being able to acknowledge having been to Cadash Thaig before to your companions.

But more unique environments, maybe with some unique weather? Just more variation, especially after the boredom of Kirkwall, with especially some new assets to create the environments and not the same copy/paste objects and so forth.


- Better Combat Encounter Design:
The waves are stupid. I'd much prefer fewer numbers of enemies than just a mass of cannon fodder to work through. For a horde like enemy such as the darkspawn or for a specific scenario waves are fine.

But what I want more of is having to use the environment strategically/tactically in fights. And thus a greater reliance on positioning and being able to actually position without having paratroopers materialize out of thin air.  So maybe if you're in a cave and there is a wave of enemies coming from behind, you could use your mage to cause a cave in or break some rocks free to crush the enemy.


-Don't feel cheap:
One of the bigger problems with the DAO DLC was that it all mostly felt cheap. Like it was being made on a much smaller budget than the main game. Thus you never had your old companions with you and outside of Awakening always had old environments even though the story likely led one to think those stories maybe could/should have taken place in new areas (like Leliana's Song being in Ferelden as opposed to Orlais and Witch Hunt having Morrigan come back to Ferelden instead of keeping her going west of the Frostbacks towards Orlais).

Even in the ME DLC, you often had the silent companions. Just have the DLC feel like it fits within the same production values of the main game. With Origins, I never felt like the post release content, Awakening included, felt up to the same level of polish as the base game.


-No bugs:
I know they're never desirable or intended but make sure whatever DLC you have has been tested inside and out for bugs/import problems and so forth. The whole problem with Witch Hunt's import issues was pretty terrible, yet sadly, not surprising. This goes for plot/quest scripting too- given how BioWare's trying to focus all on their "interactive narratives" as their calling card, the bugs/retcons/botched flags can be just as annoying and game breaking as a technical crash. I hope they just take their time with whatever they're doing and DON'T RUSH IT.


-Don't have terrible, disingenuous marketing:

Case in point, Witch Hunt:
Posted Image

Yeah...not exacty the case. Pretty sure Witch Hunt didn't answer any Morrigan questions outside of the potential gender of the Old God Baby.  I know its marketing, but don't overhype to the point of being almost an outright falsehood, please? Same thing happened with DA2- try to manage people's expectations better and maybe you wouldn't have as many disappointed people either.


-A Good story with Meaningful and Varied Choice and Consequences:
Even if its a single main quest in the DLC, give some meaningful choices AND consequences. Not the one size fits all crap in DA2, where it doesn't matter whether you madeChoice A, B or C it all boils down to the same Consequence no matter what.

And as for the story, if we're still talking DA2, have it be something interesting please? There are enough loose ends and unexplained stuff I don't think that would be hard- the Enigma of Kirkwall, the red lyrium, the idol- any of those would be potentially excellent.

And give some options as to how to approach the quest. Something beyond "HEY I'M MASS MURDERER HAWKE! TIME TO SLAUGHTER EVERYTHING THAT MOVES!!!!" You know, like maybe allowing Hawke to resolve things through dialogue or non combat skills? Its probably too  much to ask for in a DLC, but how great it would be to not only be able to level up a PC's combat skills, but maybe some non combat skills too?
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But like I said, I'm more curious as to how DA3 should shape up. I just think there is too much wrong with DA2 at a fundamental level to necessarily fix in a bunch of DLC packs. 

But probably the one thing that could really restore a little of my faith in DA and BioWare more than any DLC could?

Update the toolset.
:wizard:


^ THIS, THIS AND THIS. Brock, thank you for this excellent post and thorough explanation. You have expressed some of my sentiments on what the new DLC's should strive to provide: immersion, a sense of continuity, a fantasy world that draws you in--with certain features that us players would desire to have included.

The DLC's from Dragon: Age Origins left you with a yearning, a feeling of emptiness; you expect something to happen but nothing actually occured... it is why I only played them once.

I really hope Bioware does listen to our constructive criticisms and delivers--to try to reconnect and reclaim its fanbase. I am still optimistic... I always keep an open mind. Posted Image

Modifié par [User Deleted], 22 juin 2011 - 07:31 .


#27
request denied

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I must be one of the few people who liked DA2 . My only problems are as others have already said ,It was still DA to me but my small things are lack of of interaction with our companions, and now i think of it enemies dropping from the sky is pretty silly .I was dissappointed with the romance it felt like a last minute add in . I think they missed a chance to grow the relationships more , even the chance to kiss your lover when you wanted .

Modifié par request denied, 22 juin 2011 - 08:06 .


#28
Ulathar

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As someone who enjoyed DA2 very much, I'd love to see a story-based DLC that goes into what happened between the ending of the game and the time when Varric tells the story (which is a 3 year-period, I think).
I also wouldn't mind a DLC focusing on the companions, giving them more content and specific quests or somesuch.

As for improvements, gameplay-wise, no more waves - other than that I'm okay with DA2. :)

#29
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Systemlord Baal wrote...

As someone who enjoyed DA2 very much, I'd love to see a story-based DLC that goes into what happened between the ending of the game and the time when Varric tells the story (which is a 3 year-period, I think).


As someone that don't really like DA2 that much I still agree with you that DLC that show what happens in that time gap would be intresting.

#30
curlzncrush

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request denied wrote...

I must be one of the few people who liked DA2 . My only problems are as others have already said ,It was still DA to me but my small things are lack of of interaction with our companions, and now i think of it enemies dropping from the sky is pretty silly .I was dissappointed with the romance it felt like a last minute add in . I think they missed a chance to grow the relationships more , even the chance to kiss your lover when you wanted .


I couldn't agree more.  I'm a hopeless romantic and the only romantic pair up I found to my taste was a sarcastic female Hawke and Fenris.  I really did like the return of that classic party banter and loved how Hawke could even join in on it.

#31
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Systemlord Baal wrote...

As someone who enjoyed DA2 very much, I'd love to see a story-based DLC that goes into what happened between the ending of the game and the time when Varric tells the story (which is a 3 year-period, I think).
I also wouldn't mind a DLC focusing on the companions, giving them more content and specific quests or somesuch.

As for improvements, gameplay-wise, no more waves - other than that I'm okay with DA2. :)


I agree with you.  Thanks for posting. =)

#32
Icinix

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I'd like to see a larger world like DA:O - with the combat (although slightly tweaked), squad interaction (friendship, rivalry) and crafting of DA2. Also DA2 inventory was close, but provide more details on the items, and make it easier to distinguish between items at a glance.

Would like to see that game span a time like DA2 - but showing changes and consequences rather than just saying it and nothing has actually changed. Would also like to see them bring the art direction slightly back to DAO a little.

Would also like to see the character end up in a position of power like Hawke, then have to make decisions a position of that entales, kind of like what happened in Awakening and NWN2. THEN have the outcomes of those decisions pan out so we can see them in real time.

#33
Loc'n'lol

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The problem with a DLC that would take place between the last straw and Varric's retelling is that you'd need 2 completely different stories to tell, depending on who the player sided with at the end...

#34
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Icinix wrote...

I'd like to see a larger world like DA:O - with the combat (although slightly tweaked), squad interaction (friendship, rivalry) and crafting of DA2. Also DA2 inventory was close, but provide more details on the items, and make it easier to distinguish between items at a glance.

Would like to see that game span a time like DA2 - but showing changes and consequences rather than just saying it and nothing has actually changed. Would also like to see them bring the art direction slightly back to DAO a little.

Would also like to see the character end up in a position of power like Hawke, then have to make decisions a position of that entales, kind of like what happened in Awakening and NWN2. THEN have the outcomes of those decisions pan out so we can see them in real time.


Interesting points and ideas..  Thanks for posting.  Posted Image

#35
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Destination Unknown wrote...
Interesting points and ideas..  Thanks for posting.  Posted Image


Ha! You may be the most polite internet dweller of all time! Nice to see!

Also - I just realised you meant DLC, not future games (teach me to skim words), in which case, take everything I said, shrink it and apply it to Expansion, because Id rather see expansions than DLC! 

Modifié par Icinix, 22 juin 2011 - 09:22 .


#36
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Icinix wrote...

Destination Unknown wrote...
Interesting points and ideas..  Thanks for posting.  Posted Image


Ha! You may be the most polite internet dweller of all time! Nice to see!

Also - I just realised you meant DLC, not future games (teach me to skim words), in which case, take everything I said, shrink it and apply it to Expansion, because Id rather see expansions than DLC! 


Awww, thank you. Posted Image I meant both DLCs and an expansion or two while we wait for DA 3.   I would like the developmental team to take its time with DA 3.   Hence, your ideas are great for both (expansion(s) and DLC's). Posted Image

#37
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I don`t buy DLC so for DA3 i would like to see a return to DA:O style for the chance to play as different races for our heroine / hero .For me that made me want to play thru many times to enjoy each origin .

#38
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request denied wrote...

I don`t buy DLC so for DA3 i would like to see a return to DA:O style for the chance to play as different races for our heroine / hero .For me that made me want to play thru many times to enjoy each origin .


I am optimistic that the DLCs for DA II will improve significantly. As for having an extra race or two added  in DA 3, I think that is an interesting idea, RD, for that would  increase the replayablity of the game in my opinion.  Posted Image

Modifié par [User Deleted], 22 juin 2011 - 10:16 .


#39
Yuqi

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Iwant to see LI return, I mean varric says 'they STAY' none of this letter nonesense. First,they must fix the last remaining bugs..

#40
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I would like Dragon Age to be reverted back to DA1 style and not DA2. IIf DLC would do this then I would welcome it. At the moment though I won't bother paying for anything that has had Dragon Age story adapted to the Mass Effect 2 style system (i.e. Conversation Wheel, textures, extremely linear conversation patterns, that random 'omgawd 10 years has passed quick cutscene' and then 'look how everything has changed'. and being stuck in one city for most of the game while revisiting the same dungeons and sewers for different quests--> not even Mass Effect had this though!)

Also, the DLC should not have the silly fight sequences we have now.. It's all the same, kill 1 wave, another wave shows up, fight end. I want something different. I like the epic feel of combat though, with the quick closing acrobatics and such. But seriously, having enemies magically materialize in front of my face doesn't do the game justice.

Modifié par Vasiliii, 22 juin 2011 - 12:03 .


#41
Sad Dragon

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Destination Unknown wrote...

I meant both DLCs and an expansion or two while we wait for DA 3.


Well then, in that case I'd like to revise my previous post by looking at this from the perspective of a expansion :)
As expansions have greater dev resources then an DLC and a bigger scope -- with the potential to add new things to the table and tweek the design choiced -- there are more things that could, reasonably, be in an expansion pack that could not, realistically, be in an DLC. Now I will still assume that no drastic changes would be made, as that is after all a bit unrealistic, but adding to already existing systems is still OK.

Dialog System:
Now the dialog wheel is not a bad UI for dialogs, you can potentially have up to 10 dialog options each time the player gets to pick what they say with its current set up. If you tweek it so you can have more then one sub menu the potential number of dialog options could be limitless -- though I think we should be able to make due with 10.
What I would rather see is an 'on mouse over' (and something simmilar for the consoles, maybe by pressing a specific button) that allowed you to see the full dialog befor picking what to say. This would let the GUI remain clean and simple but with the potential for the player to view the options more in detail.

Personalities:
Instead of making the mean value of my dialog choices determin my characters personality, make the protagonists personality depend on who they are speaking with. If I generally speak agressive to thugs and other lowlifes that I run into while out on adventures that does not mean I am agressive with my companions -- same goes in reverse. With some friends I take on a more joking and sarcastic personality, not because that is more who I am then when I am take on a more diplomatic personality but because with those select friends its just how we talk. We adept to the surcumstances -- if me and a friend strongly disagree about something we simply avoid talking about it -- same times if I am sarcastic and teasing or if I am serious.

Combat:
Besides more variety in encounter designe I would like to see individual targeting queues. I might want to have my archer attack their mage while my warrior should tank the heavy hitters. Currently this is not possible as only one mob can be targeted at any one given time, if you want to assign commands to your companions. I would also want abilities to count as hard targeting -- by that I mean that if you start of with a directed ability they would count the target of the ability as targeted and start autoattacking the traget instead of just standing there.

Companions:
More armor customization -- thats to say they still have their own armor peices, just more of them and make them show visiably and have them be de-equipable. This would let each companion retain their sense of identity but at the same time give the players a measure of customization.

General Stuff:
As said before I would like to see a more story and dialog heavy installment then an action orientated one. Problem with the dialog heavy option is that is doesn't only cost writing time but also voice action comes into play. If the dialog is mearly there for flavor it might be hard to justify, where as story is always a central part. Of course I would like a dialog heavy story that relies more on dialogs then action and thus not only flavor dialog but dialog that actually matters.

Think that is enough for now ^^;

Might come back and write more later ;)

-The Sad Dragon

Modifié par Sad Dragon, 22 juin 2011 - 04:57 .


#42
maxernst

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Sad Dragon wrote...

Destination Unknown wrote...

I meant both DLCs and an expansion or two while we wait for DA 3.


Well then, in that case I'd like to revise my previous post by looking at this from the perspective of a expansion :)
As expansions have greater dev resources then an DLC and a bigger scope -- with the potential to add new things to the table and tweek the design choiced -- there are more things that could, reasonably, be in an expansion pack that could not, realistically, be in an DLC. Now I will still assume that no drastic changes would be made, as that is after all a bit unrealistic, but adding to already existing systems is still OK.

Dialog System:
Now the dialog wheel is not a bad UI for dialogs, you can potentially have up to 10 dialog options each time the player gets to pick what they say with its current set up. If you tweek it so you can have more then one sub menu the potential number of dialog options could be limitless -- though I think we should be able to make due with 10.
What I would rather see is an 'on mouse over' (and something simmilar for the consoles, maybe by pressing a specific button) that allowed you to see the full dialog befor picking what to say. This would let the GUI remain clean and simple but with the potential for the player to view the options more in detail.

Personalities:
Instead of making the mean value of my dialog choices determin my characters personality, make the protagonists personality depend on who they are speaking with. If I generally speak agressive to thugs and other lowlifes that I run into while out on adventures that does not mean I am agressive with my companions -- same goes in reverse. With some friends I take on a more joking and sarcastic personality, not because that is more who I am then when I am take on a more diplomatic personality but because with those select friends its just how we talk. We adept to the surcumstances -- if me and a friend strongly disagree about something we simply avoid talking about it -- same times if I am sarcastic and teasing or if I am serious.


The mouse-over for full text of dialogue is a terrific idea.  Also like your personality comments because it's always struck me that tone in conversation has more to do with the nature of the relationship between the people than their individual personalities.  Honestly, I don't know if it's a great idea to have the software try and guess at the personality you're trying to convey, it's too complex a problem.

#43
rak72

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what Brock said

Plus, they could get rid of the corpses in Fenris's mansion.

#44
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Brockololly wrote...


- Better Combat Encounter Design:
The waves are stupid. I'd much prefer fewer numbers of enemies than just a mass of cannon fodder to work through. For a horde like enemy such as the darkspawn or for a specific scenario waves are fine.

But what I want more of is having to use the environment strategically/tactically in fights. And thus a greater reliance on positioning and being able to actually position without having paratroopers materialize out of thin air.  So maybe if you're in a cave and there is a wave of enemies coming from behind, you could use your mage to cause a cave in or break some rocks free to crush the enemy.


This would require a complete redesign of the physics engine.  Having interactive and destructable enviornments for a $7-$10 DLC is asking a bit much.  Even for a $40 expansion pack thats asking a bit much.

-Don't feel cheap:
One of the bigger problems with the DAO DLC was that it all mostly felt cheap. Like it was being made on a much smaller budget than the main game. Thus you never had your old companions with you and outside of Awakening always had old environments even though the story likely led one to think those stories maybe could/should have taken place in new areas (like Leliana's Song being in Ferelden as opposed to Orlais and Witch Hunt having Morrigan come back to Ferelden instead of keeping her going west of the Frostbacks towards Orlais).

Even in the ME DLC, you often had the silent companions. Just have the DLC feel like it fits within the same production values of the main game. With Origins, I never felt like the post release content, Awakening included, felt up to the same level of polish as the base game.


This COULD be doable, if Bioware and EA could get a guarantee that every person who purchased DA2 would buy the DLC.  Given that they can't get that guarantee they will allocate a smaller amount of their budget to DLC, as usually only the more devoted fans will pick up the additional content.

-No bugs:
I know they're never desirable or intended but make sure whatever DLC you have has been tested inside and out for bugs/import problems and so forth. The whole problem with Witch Hunt's import issues was pretty terrible, yet sadly, not surprising. This goes for plot/quest scripting too- given how BioWare's trying to focus all on their "interactive narratives" as their calling card, the bugs/retcons/botched flags can be just as annoying and game breaking as a technical crash. I hope they just take their time with whatever they're doing and DON'T RUSH IT.


This I can agree with.  Though nothing is ever released without bugs, they should make sure the DLC can work at launch.

-Don't have terrible, disingenuous marketing:
Case in point, Witch Hunt:
Posted Image

Yeah...not exacty the case. Pretty sure Witch Hunt didn't answer any Morrigan questions outside of the potential gender of the Old God Baby.  I know its marketing, but don't overhype to the point of being almost an outright falsehood, please? Same thing happened with DA2- try to manage people's expectations better and maybe you wouldn't have as many disappointed people either.


Can't really comment on this, I never played Witch Hunt.  Marketing is marketing however, if you buy into it then it's done it's job.

-A Good story with Meaningful and Varied Choice and Consequences:
Even if its a single main quest in the DLC, give some meaningful choices AND consequences. Not the one size fits all crap in DA2, where it doesn't matter whether you madeChoice A, B or C it all boils down to the same Consequence no matter what.


I agree and disagree with this.  I do want the choices and consequences in the DLC to be meaningful, but only in relation to the story.  As an example lets say they released a DLC featuring Hawkes parents running from Kirkwall to Lothering, no choice you make in that DLC would have any bearing on the story at all because we all know the end result (I use this example as the title of the DLC is Legacy).  If the DLC is a side story (detailing the Siblings after Act 1) that won't effect the main story let the consequences flow, same if the DLC is an epilogue.

And as for the story, if we're still talking DA2, have it be something interesting please? There are enough loose ends and unexplained stuff I don't think that would be hard- the Enigma of Kirkwall, the red lyrium, the idol- any of those would be potentially excellent.


I agree with this 100%.

And give some options as to how to approach the quest. Something beyond "HEY I'M MASS MURDERER HAWKE! TIME TO SLAUGHTER EVERYTHING THAT MOVES!!!!" You know, like maybe allowing Hawke to resolve things through dialogue or non combat skills? Its probably too  much to ask for in a DLC, but how great it would be to not only be able to level up a PC's combat skills, but maybe some non combat skills too?


There are points in DA2 (though limited) that can be resolved through dialog (Act 1 when you're trying to find Anders for example), so seeing something like that in the DLC may not be out of the question.  Non combat skills being added into the game for a $7-$10 DLC is most likely not going to happen, in an expansion maybe, but in a DLC it's just too much.

#45
LunarPhase

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Destination Unknown wrote...

request denied wrote...

I don`t buy DLC so for DA3 i would like to see a return to DA:O style for the chance to play as different races for our heroine / hero .For me that made me want to play thru many times to enjoy each origin .


I am optimistic that the DLCs for DA II will improve significantly. As for having an extra race or two added  in DA 3, I think that is an interesting idea, RD, for that would  increase the replayablity of the game in my opinion.  Posted Image



Thanks for reminding me. =] This is another thing I liked. It gave you a different perspective, (not to mention the lore). 

But what I do want to see in a DLC would be: The ability to jump and have more control over your terrain. A new location. I know most of us probably don't want to see Kirkwall again (lol) but maybe we can see if it's changed for the better. I also want to see the dragons redesigned. We have Flemeth who is one, although to me she wasn't as involved in the story as I thought she'd be.  It would be interesting--if we won't see the old crew this time--- to introduce a new character who is also a dragon. He/she could join our party.

(And where are the female dwarf NPC's?)

Modifié par LunarPhase, 22 juin 2011 - 07:42 .


#46
Caldain

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I agree, the lack of any robust dwarven women really ruined it for me. That and the waves of endless paratroopers.

#47
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Sad Dragon wrote...

Destination Unknown wrote...

I meant both DLCs and an expansion or two while we wait for DA 3.


Well then, in that case I'd like to revise my previous post by looking at this from the perspective of a expansion :)
As expansions have greater dev resources then an DLC and a bigger scope -- with the potential to add new things to the table and tweek the design choiced -- there are more things that could, reasonably, be in an expansion pack that could not, realistically, be in an DLC. Now I will still assume that no drastic changes would be made, as that is after all a bit unrealistic, but adding to already existing systems is still OK.

Dialog System:
Now the dialog wheel is not a bad UI for dialogs, you can potentially have up to 10 dialog options each time the player gets to pick what they say with its current set up. If you tweek it so you can have more then one sub menu the potential number of dialog options could be limitless -- though I think we should be able to make due with 10.
What I would rather see is an 'on mouse over' (and something simmilar for the consoles, maybe by pressing a specific button) that allowed you to see the full dialog befor picking what to say. This would let the GUI remain clean and simple but with the potential for the player to view the options more in detail.

Personalities:
Instead of making the mean value of my dialog choices determin my characters personality, make the protagonists personality depend on who they are speaking with. If I generally speak agressive to thugs and other lowlifes that I run into while out on adventures that does not mean I am agressive with my companions -- same goes in reverse. With some friends I take on a more joking and sarcastic personality, not because that is more who I am then when I am take on a more diplomatic personality but because with those select friends its just how we talk. We adept to the surcumstances -- if me and a friend strongly disagree about something we simply avoid talking about it -- same times if I am sarcastic and teasing or if I am serious.

Combat:
Besides more variety in encounter designe I would like to see individual targeting queues. I might want to have my archer attack their mage while my warrior should tank the heavy hitters. Currently this is not possible as only one mob can be targeted at any one given time, if you want to assign commands to your companions. I would also want abilities to count as hard targeting -- by that I mean that if you start of with a directed ability they would count the target of the ability as targeted and start autoattacking the traget instead of just standing there.

Companions:
More armor customization -- thats to say they still have their own armor peices, just more of them and make them show visiably and have them be de-equipable. This would let each companion retain their sense of identity but at the same time give the players a measure of customization.

General Stuff:
As said before I would like to see a more story and dialog heavy installment then an action orientated one. Problem with the dialog heavy option is that is doesn't only cost writing time but also voice action comes into play. If the dialog is mearly there for flavor it might be hard to justify, where as story is always a central part. Of course I would like a dialog heavy story that relies more on dialogs then action and thus not only flavor dialog but dialog that actually matters.

Think that is enough for now ^^;

Might come back and write more later ;)

-The Sad Dragon


Wonderful post.  You have provided  many good points.  Thanks for your inputs.  You might return later to provide more insightful ideas/suggestions?  Awesome!  :)

#48
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RE Combat: If possible. I would like more options than just rushing straight into the fray. For instance, let's say you have to go up against Templars, how about the PC kill a Templar, dress up as one, and depending on his/her Coercion level, we could more easily avoid combat and just talk your way into the base. That would allow for more variety, and would also contribute to RP'ing(for instance a charming individual would rather take that route than a bloodthirsty PC that thrives on CQC combat.

#49
daemon1129

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I would like to see improvements to DAO's formula, instead of changing everything. Innovations are fine, but if it changes direction completely, then it shouldn't be a sequel. It's not easy to find a good balance of changes and familiarity in a sequel, but I think it is safer to be similar than an overhaul. DAO is a proven game, no need risk alienating fans. I no care about the marketing with DLCs and crap, that's the EA way.

Combat animations were slow and unresponsive.  Speed it up, don't overhaul it into something it doesn't need to be.  Now it looks like it was trying to be mainstream rather than to improve what was already here. 

Starcraft 2 is very similar to Starcraft 1, and it was well received.
Don't change things that are proven and working, improve upon it.
Innovate when things are broken. That's why ME2 was GOTY and DA2 will
not be.

Modifié par daemon1129, 22 juin 2011 - 09:08 .


#50
Sad Dragon

Sad Dragon
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daemon1129 wrote...

Starcraft 2 is very similar to Starcraft 1, and it was well received.


This might be a bit of topic and definetly not as custrictive a post as my previous ones in the thread but I just had to -- sorry.

While I love SC2 to say it was well received is a bit of a stretch. It should be noted that a lot of people on teamliquids forums still are moaning about various aspects of SC2 and how SCBW (Starcraft Brood War) still is the superior product. Though I have my own theory that is wasnt so much the game that made some people on the TL forums go nutts but some korean e-sports related things.

For the general gamer however yes, it has been very well received.

-TSD