Angelsdawn wrote...
So let me get this straight. People actually consider DA2 to be a good game?
It is a Borat joke: people consider DA2 to be a good game... NOT!
Angelsdawn wrote...
So let me get this straight. People actually consider DA2 to be a good game?
Theagg wrote...
ItsTheTruth wrote...
Theagg wrote...
Ahh yes, random combat, I remember that well from Origins. How often our progress was rudely interrupted by crossed swords on the map. Often occuring in places that looked remarkably similar to previous random tussle locations.
I don't think anyone claiming that DA2 is even in the same league as DA:O would want to bring up the topics of random combat or reused locations. DA:O combat scenes actually worked very well because each felt relatively consequential and unique. Even some of those "crossed swords" were actually triggered by quests or companion storyline (like Leliana or Wynne). The only really random and repetitive combat was on the Denerim map...
Or all of DA2.
Oh and I would argue, if you add up all the various primary 'exterior' areas in Kirkwall (Hightown, Lowtown, Darktown etc), the number of streets, alleys and corridors they contain, they add up to more variety and more mileage than all of Denerim, Orzammar and Redcliffe combined. (Denerim for example was pretty much just a single open courtyard/market surrounded by scenic buildings, Orzammar just an entrance hall and three fancy 'corridors', the Commons, Diamond Quarter and Dust Town etc )
Theagg wrote...
Lets see, you decide wether or not Bartrand dies. You decide wether or not the Dalish live, (as major a decision as any in Origions) You decide the fate of Feynriel. You decide wether or not Isabela remains free, or wether she returns for Act 3. You decide wether the Arishok dies, or he takes what he wants and leaves. You decide the fate of Fenris You decide the ultimate fate of Anders. Carver or Bethany can live or die in the Deep Roads. And so on. All of those choices can have ramifications further down the line.
Pasquale1234 wrote...
I'm guessing it's been awhile since you've been to Denerim. The area you describe is the Market District. There is also the Pearl, several Back Alleys, the Elven Alienage, the Arl's Estate, Eamon's Estate, the Palace, Fort Drakon - all in Denerim.
+ Korcari Wilds
+ Ostagar
+ Lothering
+ Lake Calenhad & The Mage Tower
+ Brecillan Forest & Ruins
+ Several Thaigs in the Deep Roads
+ Haven & Frostback Mountains Ruins (Urn Quest)
+ some other areas added via DLC
+ some other quest specific map locations
... and each city typically had at least one pub, merchant, and chantry. Lots of additional buildings you could enter and explore as you traveled throughout Ferelden.
All true - although the fate of the Dalish is not presented as any sort of conscious decision or choice offered to you. Their fate is determined by whether you choose a particular line of dialogue accepting responsibility for Merrill's actions. Without metagaming, you would never know that you could have prevented their slaughter. And whether Isabela returns is also not an intentional choice you make; it is determined by your relationship with her.
]I think it's easy to overlook some of the choices we were given in DA2 for a couple of reasons:
1) The scope. You have presented a list of outcomes that impact individuals in DA2, but the Warden was making decisions that impacted entire cultures, cities, and a nation.
2) The presentation. The Warden had specific options from which to choose, i.e., Mages vs Templars, Isolde vs Connor vs Mage Assistance, Harrowmont vs Bhelan, Elves vs Werewolves, Urn vs Cult - and could choose from those options to realize a specific outcome. Many of the things Hawke influenced were not necessarily intentional; Hawke was reacting to dialogue and events and then others reacted accordingly.
Modifié par Theagg, 28 juin 2011 - 02:36 .
Theagg wrote...
I know what I was referring to though perhaps I wasn't clear enough, hence your post. To reiterate I wasn't comparing the entirety of the locations in DA2 to the larger number of locations that make up the whole of Origins. So your long list above wasn't really neccessary since that had nothing to do with my argument.
I was comparing actual 'exterior' locations and variability within Kirkwalls streets, to the 'exterior' street locations of Denerim, Orzammar and Redcliffe combined. That includes the number of alleys, turns, length of streets you can regularly walk, that are not quest dependent and the square footage of buildings represented lining those streets in each. Kirwall beats or equals those three put together
I was not including the interior of buildings (and quests tied to those interiors) within those towns and cities as part of the comparison. Where those interiors probably did amount to much more than Kirkwalls interiors.
But nonetheless, since you mentioned a few other (mostly interior) locations in Denerim.
The Pearl = The Hanged Man.
Back Alleys = Dirty Back Alley
The Arl's Estate = The Viscounts Keep probably
The Alienage = The Alienage
And so on.. but wether or not the square footage of those 'interior' locations was greater in Origins than in DA2 wasn't my point.
Theagg wrote...
Pasquale1234 wrote...
All true - although the fate of the Dalish is not presented as any sort of conscious decision or choice offered to you. Their fate is determined by whether you choose a particular line of dialogue accepting responsibility for Merrill's actions. Without metagaming, you would never know that you could have prevented their slaughter. And whether Isabela returns is also not an intentional choice you make; it is determined by your relationship with her.
]I think it's easy to overlook some of the choices we were given in DA2 for a couple of reasons:
1) The scope. You have presented a list of outcomes that impact individuals in DA2, but the Warden was making decisions that impacted entire cultures, cities, and a nation.
And in a way, so what. Is it your contention that from a role playing game perspective choices have to be ones that have epic or grand consequences on the large scale. And if not then its not 'role playing' ?
My contention would be a game in which your choices merely affect people rather than nations is just as valid and in some ways more interesting angle to take.
Theagg wrote...
Pasquale1234 wrote...
2) The presentation. The Warden had specific options from which to choose, i.e., Mages vs Templars, Isolde vs Connor vs Mage Assistance, Harrowmont vs Bhelan, Elves vs Werewolves, Urn vs Cult - and could choose from those options to realize a specific outcome. Many of the things Hawke influenced were not necessarily intentional; Hawke was reacting to dialogue and events and then others reacted accordingly.
Which mirrors real life does it not ? You react to many situations and how the situation unfolds depends on your reaction. You still have choices but you are not always the conscious instigator of change. Again, is it your contention that from a role playing choice, a player always has to be the knowledgable shaper of worlds and events ? Few people have such power. So I do like it that my choices might often lead to surprises.
So, taking Merrill and the Dalish as an example, sure you did not consciously take the decision to wipe them out but you made a choice nonetheless. They were incredibly hostile and you had options by which you could calm them down. Angry mobs kick off if you make flippant or hostile choices after all..so in a way you were forewarned things would not go pleasantly if you continually favoured Merrill throughout the game.
Effectively telling them that it was their spiritual leaders fault was the straw that broke that camel's back.
Modifié par Pasquale1234, 28 juin 2011 - 02:41 .
Pasquale1234 wrote...
I really do believe there is a great deal more real estate to explore in DAO than DA2. Many locations in Ferelden are visited only once - and in Kirkwall, you are visiting the same places multiple times in each act. The Return to Ostagar DLC was really interesting to see, because it looked so very different with all of the tents gone and everything covered with snow. It would have been really nice to see some obvious changes to Kirkwall and its environs during the 7 years we spend traipsing about the place.
Theagg wrote...
I should have added as well that yes, I agree with you that seeing temporal changes over the 7 years in Kirkwall would have been a bonus.
But what form would those changes take.
If I take real life as an example and where I live. I have lived in this town for longer than Hawke lived in Kirkwall (I have been here over 11 years). Its not a small town nor a quiet backwater, its the hub of the local county council and local government. so its busy, it gets a lot of traffic from the large number of people who work here.
And yet it looks largely unchanged. The High street, the town centre, the shopping mall all look pretty much as they did back when I moved here. Save a few shop fronts that have changed as a result of new businesses moving in you would probably be hard pushed to tell the difference if presented with a picture of then versus now.
Even out of the town centre, the streets look almost exactly as they did 11 years ago. My street certainly does.
So what kind of changes would you expect to see in Kirkwall (in a period that probably moves more slowly than modern times) that don't simply appear to be arbitrary. Given how unchanging real world environments can be ?
And don't forget that for Origins, Denerim could be considered a hub of sort, somewhere you return to numerous times over the lenght of the campaign (a year, 18 months ?) and nothing changed there either.
In fact at least in Kirkwall a statue pops up. Not a very good statue mind you, looking nothing like my mage Hawke.
Theagg wrote...
I should have added as well that yes, I agree with you that seeing temporal changes over the 7 years in Kirkwall would have been a bonus.
But what form would those changes take.
If I take real life as an example and where I live. I have lived in this town for longer than Hawke lived in Kirkwall (I have been here over 11 years). Its not a small town nor a quiet backwater, its the hub of the local county council and local government. so its busy, it gets a lot of traffic from the large number of people who work here.
And yet it looks largely unchanged. The High street, the town centre, the shopping mall all look pretty much as they did back when I moved here. Save a few shop fronts that have changed as a result of new businesses moving in you would probably be hard pushed to tell the difference if presented with a picture of then versus now.
Even out of the town centre, the streets look almost exactly as they did 11 years ago. My street certainly does.
So what kind of changes would you expect to see in Kirkwall (in a period that probably moves more slowly than modern times) that don't simply appear to be arbitrary. Given how unchanging real world environments can be ?
And don't forget that for Origins, Denerim could be considered a hub of sort, somewhere you return to numerous times over the lenght of the campaign (a year, 18 months ?) and nothing changed there either.
In fact at least in Kirkwall a statue pops up. Not a very good statue mind you, looking nothing like my mage Hawke.
Aaleel wrote...
New vendors, new shops. If anything changes in cities over the course of years its shops. The same vendors stand in the same places, by the same tables all 7 years. I live in a bigger city, and Kirkwall is a big city, and merchants will come and go over the course of years.
The city was damaged, set on fire and partly destroyed at the end of Act 2, so there would have definitely been more than just a new statue three years later. And a lot of this damage took place in the area where the vendors were, so it definitely would have been some changes in that aspect.
People's houses don't change, no changes to the interiors of any of the buildings, things like this happen over the course of seven years. I know my house doesn't look exactly as it did 7 years ago. Not do the interiors of restaurants, bars, churches, etc.
I would have been willing to say maybe this wasn't laziness and they thought the city wouldn't change if not for the things like the 6 year old dead bodies on the floor of Fenris house.
Modifié par Theagg, 28 juin 2011 - 04:26 .
Modifié par Theagg, 28 juin 2011 - 04:05 .
Modifié par Ringo12, 28 juin 2011 - 04:06 .
Ringo12 wrote...
Well Theagg I'm from NY and shops change all the time. Considering Kirkwall is supposed to be a city and not a small town it doesn't make sense.
Theagg wrote...
Ringo12 wrote...
Well Theagg I'm from NY and shops change all the time. Considering Kirkwall is supposed to be a city and not a small town it doesn't make sense.
Its hard to draw such comparisons in reality though isn't it. You are comparing a fast paced modern city, with modern technology that can push change rapidly with a city in a 'medieval' parallel world.
Pasquale1234 wrote...
All that aside - here's the thing:
As an RPGer, I'm more than willing to do my share of the work in creating the gaming experience. Using my imagination to step into the role of the PC, suspending disbelief, etc. - I'm willing to give myself over to the game to create the enjoyable experience it has to offer.
I expect the game developer to meet me halfway in doing everything they can reasonably do to create that experience. I would expect them to have been thinking about the kinds of things they could do to give the gamer the feeling of the passage of time. It was very courageous to take on this idea of a game taking place over a decade, and I have to believe that they are aware of what that might entail.
Despite my misgivings about DA2, I still think BioWare is genuinely brilliant. I choose to believe that they would have liked to have done a lot more with this game, but lacked the time and resource to implement it.
Theagg wrote...
Pasquale1234 wrote...
All that aside - here's the thing:
As an RPGer, I'm more than willing to do my share of the work in creating the gaming experience. Using my imagination to step into the role of the PC, suspending disbelief, etc. - I'm willing to give myself over to the game to create the enjoyable experience it has to offer.
I expect the game developer to meet me halfway in doing everything they can reasonably do to create that experience. I would expect them to have been thinking about the kinds of things they could do to give the gamer the feeling of the passage of time. It was very courageous to take on this idea of a game taking place over a decade, and I have to believe that they are aware of what that might entail.
Despite my misgivings about DA2, I still think BioWare is genuinely brilliant. I choose to believe that they would have liked to have done a lot more with this game, but lacked the time and resource to implement it.
As I said in my edited post above, yep, temporal changes would have been great but Origins failed in this respect too. Given the time that elapsed in Origins, those kinds of changes should have also occured there. Its not a problem that soley plagues DA2.
Theagg wrote...
Ringo12 wrote...
Well Theagg I'm from NY and shops change all the time. Considering Kirkwall is supposed to be a city and not a small town it doesn't make sense.
Its hard to draw such comparisons in reality though isn't it. You are comparing a fast paced modern city, with modern technology that can push change rapidly with a city in a 'medieval' parallel world.
Pasquale1234 wrote...
The time that elapsed in Origins was less than a year. Hawke fled Lothering post-Ostagar, and the archdemon was slain before s/he completed the year of servitude. If you did Return to Ostagar, you would have seen it covered with snow. It may have been helpful to show Flemeth's Hut also covered with snow, but the other parts of Ferelden we visited were far enough north that it is entirely possible that it doesn't snow up there. (Thedas seems to be in the southern hemisphere, as indicated by the fact that areas south of Ferelden are frozen wastelands).
I would also posit that showing the passage of time in Origins would have been counterproductive, in that the game rightfully had a sense of urgency to it. It made sense for the Warden to want to complete the quests, gather the armies, and get to that archdemon asap. There were no time jumps in Origins.
DA2 set out to cover a decade, and did so by adding 3-year time skips between Acts, and Codex entries to explain what your companions had been doing during those 3 years leaps. Giving us more cues to show that passage of time would have been very helpful, imho.
Modifié par Theagg, 28 juin 2011 - 07:52 .
Realmzmaster wrote...
Please explain the sense of urgency in DAO? Because from my point of view there is none. After the destruction of Lothering the darkspawn army simply stops. A sense of urgency would occur if the army continued to destroy cities, towns or immediately threaten a potential ally. None of that happens. After Lothering it looks like the ArchDemon went on vacation and waited for the warden to gather his army.
The ArchDemon's army should be seen over running the land like Sherman's March through the South (to give some perspective). Or Patton's 3rd army rushing to relieve the besieged army at Bastogne. (Patton pushed his army so hard it made the trip in half the time it normally took.) That is a sense of urgency. That is not apparent in DAO.
Modifié par xkg, 28 juin 2011 - 07:48 .
But it affects nothing. If you show me cities or towns being burnt, or at least a cinematic showing areas being over ran you get a sense of urgency, but it still has no effect on the mission. Now if you could actually lose a potential ally because of the over running areas that would be a sense of urgency. Say the darkspawn wipe out the elves or werewolves or keep the dwarves bottle up in their city so you lose an army that would convey that sense.xkg wrote...
Realmzmaster wrote...
Please explain the sense of urgency in DAO? Because from my point of view there is none. After the destruction of Lothering the darkspawn army simply stops. A sense of urgency would occur if the army continued to destroy cities, towns or immediately threaten a potential ally. None of that happens. After Lothering it looks like the ArchDemon went on vacation and waited for the warden to gather his army.
The ArchDemon's army should be seen over running the land like Sherman's March through the South (to give some perspective). Or Patton's 3rd army rushing to relieve the besieged army at Bastogne. (Patton pushed his army so hard it made the trip in half the time it normally took.) That is a sense of urgency. That is not apparent in DAO.
What about that darkened area (how far the blight has reached) on the Ferelden map slowly moving forward as you progress through the story?
Cutlass Jack wrote...
You aren't the only person, but most of the other ones get chased off.
I perferred DA2 more (still loved DAO just fine) but probably not for the precise reasons you did. I connected with Hawke and his companions more. And loved how they fully interracted with each other and felt like real friends and rivals, rather than a group that just seemed to travel with each other.
Spankoman wrote...
Cutlass Jack wrote...
You aren't the only person, but most of the other ones get chased off.
I perferred DA2 more (still loved DAO just fine) but probably not for the precise reasons you did. I connected with Hawke and his companions more. And loved how they fully interracted with each other and felt like real friends and rivals, rather than a group that just seemed to travel with each other.
I actually haven't managed to get anyone to rival status with me. Fenris seems like a good choice for that, but he's always so distasteful to me that I just ignore him and never add him to my party. I'm sure there's some interesting content in his missions, but I've never done them across multiple playthroughs. It was the same for me with Sten. After the first attempt at talking to him in my first playthrough, I just left him to die in all the others. Even during the conversations you have with him while he's caged, there's just no reason to let him go. He's a douche.
Realmzmaster wrote...
But it affects nothing. If you show me cities or towns being burnt, or at least a cinematic showing areas being over ran you get a sense of urgency, but it still has no effect on the mission. Now if you could actually lose a potential ally because of the over running areas that would be a sense of urgency. Say the darkspawn wipe out the elves or werewolves or keep the dwarves bottle up in their city so you lose an army that would convey that sense.xkg wrote...
Realmzmaster wrote...
Please explain the sense of urgency in DAO? Because from my point of view there is none. After the destruction of Lothering the darkspawn army simply stops. A sense of urgency would occur if the army continued to destroy cities, towns or immediately threaten a potential ally. None of that happens. After Lothering it looks like the ArchDemon went on vacation and waited for the warden to gather his army.
The ArchDemon's army should be seen over running the land like Sherman's March through the South (to give some perspective). Or Patton's 3rd army rushing to relieve the besieged army at Bastogne. (Patton pushed his army so hard it made the trip in half the time it normally took.) That is a sense of urgency. That is not apparent in DAO.
What about that darkened area (how far the blight has reached) on the Ferelden map slowly moving forward as you progress through the story?
Pasquale1234 wrote...
Realmzmaster wrote...
But it affects nothing. If you show me cities or towns being burnt, or at least a cinematic showing areas being over ran you get a sense of urgency, but it still has no effect on the mission. Now if you could actually lose a potential ally because of the over running areas that would be a sense of urgency. Say the darkspawn wipe out the elves or werewolves or keep the dwarves bottle up in their city so you lose an army that would convey that sense.xkg wrote...
Realmzmaster wrote...
Please explain the sense of urgency in DAO? Because from my point of view there is none. After the destruction of Lothering the darkspawn army simply stops. A sense of urgency would occur if the army continued to destroy cities, towns or immediately threaten a potential ally. None of that happens. After Lothering it looks like the ArchDemon went on vacation and waited for the warden to gather his army.
The ArchDemon's army should be seen over running the land like Sherman's March through the South (to give some perspective). Or Patton's 3rd army rushing to relieve the besieged army at Bastogne. (Patton pushed his army so hard it made the trip in half the time it normally took.) That is a sense of urgency. That is not apparent in DAO.
What about that darkened area (how far the blight has reached) on the Ferelden map slowly moving forward as you progress through the story?
In addition to the ever-growing darkened areas of the map, we also have a scene where the camp is attacked by darkspawn and the party recognizes that they are no longer safe in camp (which I interpret to mean the spawn are advancing and growing in numbers). There are other things sprinkled throughout the game that serve as reminders of the threat - dreams, the scene of the archdemon gathering the horde while the party is in the deep roads, crossed-sword travel interrupts where we help soldiers fight off spawn attacks - to name a few. I felt that those things were there to provide a sense of urgency, and that is the effect they had on me when I played the game.
Modifié par Realmzmaster, 28 juin 2011 - 11:02 .