1. The tell / show divide: Bioware is notorious for this imo. There is a sharp divide between what the game tells us, and what it shows us. This was shown in the extreme in DA2. We are told that Aveline is a competent captain of the guard, and yet the city is infested with crime and we see no night patrols at all. We are told Hawke has a fortune that we never see or use. We are told that Kirkwall is an overcrowded city filled with refugees, but see it as an empty virtually lifeless city. We are told that abominations are mages poossessed by demons, and yet we see them as summonable monsters that appear in the wave load. Of course gameplay and technicaly limitations would always restrict lore and story, but it could be done more seemlessly. If it's done poorly, it breaks immersion. Bioware games usually do it poorly and DA2 was an extreme example.
2. Related to this. A better engine, with a setting that looks and feels more alive. It helps with immersion a lot. If I am supposed to care about a city or country or whatever, don't expect me to when you're not bothering to make it feel alive in the first place. What is there for me to save? So have NPCs do something and have more of them. Have environments look diverse and goergous looking, not just shades of beige. Thinking that shoving dark environments in our faces makes the game grittier and darker is an illusion. Have it evolve and be responsive to your choices, for good or for ill.
3. Choices. Choices need to matter in the game. A few differences in dialogue, or an epilogue slide or any other superficial differences makes the consequences superficial. Bioware is great at giving us a lot of choices, but they never end up mattering. So what's the point? Some would say RPing the reasons behind the choice is the point. I'd say, RPing reactions to consequences in the game would be more meaningful. Choices need to affect the game, story and the setting in more than just superficial ways (which Bioware is barely even bothering to do). I can avoid talking abut it in the other points, but not this one. They should really learn from TW2, it blows all their games out of the water in that regard.
4. Stronger plots. Of all Bioware games I played, ME1 probably had the stronger overall plot. By that I mean a consistent, connected plot and not just filler between intro and conclusion. Actual important stuff happening in the middle that directly feeds into the plot, develops it and the characters involved (including antagonists). Sadly, DA:O suffered from this. DA2 even more with barely connected episodic acts that served little purpose and the only semblance of an overall plot was the Templar / mage question that was done very poorily imo.
5. More interesting complex human settings. I hate this about Bioware games and a lot of games. Resorting to the supernatural, whether sentient or not, to move the plot. Usualy manifests itself as the "big bad evil". The Blight in DA:O, Reapers in ME, and Idol / Thin Veil / Demons in DA2. This for me is a lazy way out to avoid having to write a complex human story, with actual political intrigue, social dynamics, character development...etc beyond bare basics. I am sorry to say that Bioware is bad at writing politics and warfare. And was just terrible in DA2. And I quite frankly am getting sick of that same paradigm. It's time for the fantasy genre to grow outside the shadow of LOTR and the one ring. Very related to that, Bioware is too "bipolar". In the sense that even if they say otherwise, their stories ends up being about faction A vs faction B (with the faction against the PC usually villified), and choices end up being about A or B (sometiems C, which is in between and often gets ignored or punished). Whether they want to call it light / dark, paragon/ renegade or not give it names at all is irrelevent. It's about time they write stories that are more complex than that, with multiple factions at work and not just 2.
EDIT: 6. More proactive protagonist. I want a PC who does more than just react, or act because NPC X, or email, or voice or letter told him to do something. I want a character that can do something out of his own volition. The closest Bioware game to have that was ME1 and it was still not good enough in that regard imo. Also, I am tired of the PC being a one man army, or a one squad army, essentially killing everything in their way. I want a PC that is more than a killing machine. I want different ways to tackle a quest, options that allow you to utilize skills that involve something other than just killing. I want sidequests like murder investigations, negotiations...etc that needs me and the PC to use our brain. I want to be able to play a PC that does not just kill. DA2 was very bad in that regard. DA:O was mediocre. ME1 and especially Kotor had good sidequests and options in that regard.
That's the major points that I can think of at the moment.
Modifié par KnightofPhoenix, 27 juin 2011 - 07:07 .





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