Poor writing killed DA2. Agree or disagree?
#151
Posté 04 juillet 2011 - 01:49
The best example I can think of is...the Awesome Buh-in. A whole lotta energy was devoted to the "Buh-in=Awesome" equation and not enough to story, character development, and role-playing.
For me, DA2 is a pretty good game--a pretty good action/adventure game. As a role-playing game in the BioWare tradition it's an Epic Fail. And rushed writing is one cause of that failure.
#152
Posté 04 juillet 2011 - 02:17
#153
Posté 04 juillet 2011 - 02:39
#154
Posté 04 juillet 2011 - 02:49
#155
Posté 04 juillet 2011 - 02:53
#156
Posté 04 juillet 2011 - 03:01
TheRealJayDee wrote...
Teddie Sage wrote...
Disagree. The fans killed this game.
...okay...?!
I think s/he means all of the DA2 haters. Some of them I feel quite frankly never liked the game even when it was announced to be made. They just read/heard the name and hated it.
#157
Posté 04 juillet 2011 - 03:51
#158
Posté 04 juillet 2011 - 05:19
Cyberstrike nTo wrote...
TheRealJayDee wrote...
Teddie Sage wrote...
Disagree. The fans killed this game.
...okay...?!
I think s/he means all of the DA2 haters. Some of them I feel quite frankly never liked the game even when it was announced to be made. They just read/heard the name and hated it.
This is not true some people didint liked the game after try the demo or whatching videos or listen rewiews considered origin was so different as a game and dragon age 2 is so different from the first game its normal if someone is upset with bioware considering they maded a low quality game...
#159
Posté 04 juillet 2011 - 05:30
Master Shiori wrote...
Brockololly wrote...
Selene Moonsong wrote...
The conversation wheel is okay, but the choices need a more descriptive suggestion of intent. For example, in ME 2 the paraphrasing works well there, but the intent can be rather misleading in DA II, even with the icons designed to assist with intent.
I hope that they just ditch the graphical tone icons going forward and do something similar to Deus Ex: Human Revolution where you have a text tone/intent which when moused over, has the full text or a part of the spoken full text dialogue pop up.
So for instance, there is a scenario where you're trying to talk down a terrorist with a hostage and the tones are "Empathize," "Reason" and "Humble" and when you highlight any of those you get a full sentence of the dialogue the PC will say. Sometimes the full text is the entire full dialogue and other times its one key sentence of the dialogue but its never a BioWare style misleading paraphrase. And its up to the player to read the terrorist's emotions and thinking to get him to release the hostage.
Thats more like a substitute for a single line persuade option, but the Deus Ex: HR dialogue system is easily my favorite as far as voiced PC's go. The graphical tone icons need to go as they don't allow enough nuance in responses and end up being too vague and inconsistent when combined with the possibility of misleading paraphrases too.
They already said the paraphrase system with icons for tone isn't going anywhere. And it doesn't need to either. Yes, the paraphrases need to be better written so there's no mistake about what your character is going to say, but just because it didn't work out perfectly the first time around doesn't mean you need to scrap it and come up with something else.
Any solution they want to implement will need to deal with all of the different languages the game supports. I'm just guessing, but I would expect they typically maintain the subtitles in a separate file that can simply be replaced for different language installations. Changing the text on the dialogue wheels could be much more problematic (or labor intensive), but those little icons speak a universal language.
#160
Posté 04 juillet 2011 - 05:57
#161
Posté 04 juillet 2011 - 06:00
Pasquale1234 wrote...
Any solution they want to implement will need to deal with all of the different languages the game supports. I'm just guessing, but I would expect they typically maintain the subtitles in a separate file that can simply be replaced for different language installations. Changing the text on the dialogue wheels could be much more problematic (or labor intensive), but those little icons speak a universal language.
Really, why have dialogue wheel + icons, anyway? It's an artificial restriction, IMO. It simplifies the ways you can use dialogue to interact with the world.
Compare this

with this

just sayin'.
#162
Posté 04 juillet 2011 - 06:01
#163
Posté 04 juillet 2011 - 06:05
For example, in the Flemeth encounter in the prologue you could have had wow thanks for saving us/stand back/I don't trust you as your three options rather than oh thank you for saving us we would have been dead without you/hurdurhur you roasted darkspawn/gtfo b*tch.
Basically, while I dislike the dialogue wheel, it's more the way it's set up rather than simply the wheel itself, and being railroaded in to diplomatic/sarcastic/angry sucks.
Modifié par alex90c, 04 juillet 2011 - 06:05 .
#164
Posté 04 juillet 2011 - 06:10
I like the writing in DA2. I dislike how that writing was presented.
#165
Posté 04 juillet 2011 - 06:12
Sylvius the Mad wrote...
I completely disagree. The medium in which the writing was presented - the cinematic style and the dialogue wheel - is something the writing wasn't able to overcome, but I can't blame the writing for that.
I like the writing in DA2. I dislike how that writing was presented.
This
/endthread
#166
Posté 04 juillet 2011 - 06:15
DaveExclamationMarkYognaut wrote...
Pasquale1234 wrote...
Any solution they want to implement will need to deal with all of the different languages the game supports. I'm just guessing, but I would expect they typically maintain the subtitles in a separate file that can simply be replaced for different language installations. Changing the text on the dialogue wheels could be much more problematic (or labor intensive), but those little icons speak a universal language.
Really, why have dialogue wheel + icons, anyway? It's an artificial restriction, IMO. It simplifies the ways you can use dialogue to interact with the world.
I agree - and I personally prefer non-voiced protagonist.
There are a number of players who prefer the voiced protagonist, however, and the comments we have seen from the BioWare team seem to indicate that it is here to stay.
#167
Posté 04 juillet 2011 - 06:20
erynnar wrote...
Lord_Valandil wrote...
I wouldn't say it's all the fault of the writers, as I enjoyed the story of Origins and Awakening.
And David Gaider wrote two great books.
They're capable of writing wonderful stories and characters. But...I guess they didn't have enough time to deliver something better. The writing in DA2 was really, really poor, and the plot suffered because of that. But...if there are some who like it, who am I to say they're wrong?
It's just my opinion.
This^ And I think it was due to being rushed. It's really hard to be creative and produce quality when you're rushed.
Game developers need to stop assuming gamers will not notice when something is rushed. We are alot more saavy than they give us credit for.
#168
Posté 04 juillet 2011 - 06:21
but the way the story was written was for me the whole reason why some people b*tches about DA2
so yes i agree
#169
Posté 04 juillet 2011 - 06:48
Another point, but this is purely subjective. It's the entire writing philosophy that Bioware has used throughout all their games I've played, that I am getting tired of. It's getting less and less interesting for me.
#170
Posté 04 juillet 2011 - 06:55
KnightofPhoenix wrote...
I don't think it was a question of time only, at least that's not my impression. The lack of time most likely ruined Act 3, but I still feel that the mage / Templar conflict was not as built up as it should / could have been, primarily because Act 2 does not deal with the conflict directly, only marginally so (dealing with the mage resistance directly and more substantially would have given a stronger overall plot imo. The Qunari as it stands did not imo).
Another point, but this is purely subjective. It's the entire writing philosophy that Bioware has used throughout all their games I've played, that I am getting tired of. It's getting less and less interesting for me.
The Qunari, in my opinion, should have acted as the main conflict.
In the end, all of it it's a bit anti-climatic. And feels like a filler. I mean...seriously, they spend like three years or so, sitting there, doing nothing. And then, when they felt the need to stretch their legs, there's finally some movement.
#171
Posté 04 juillet 2011 - 07:19
Melca36 wrote...
erynnar wrote...
Lord_Valandil wrote...
I wouldn't say it's all the fault of the writers, as I enjoyed the story of Origins and Awakening.
And David Gaider wrote two great books.
They're capable of writing wonderful stories and characters. But...I guess they didn't have enough time to deliver something better. The writing in DA2 was really, really poor, and the plot suffered because of that. But...if there are some who like it, who am I to say they're wrong?
It's just my opinion.
This^ And I think it was due to being rushed. It's really hard to be creative and produce quality when you're rushed.
Game developers need to stop assuming gamers will not notice when something is rushed. We are alot more saavy than they give us credit for.
This is true. I would say gamers in general are pretty savy and bright people. We are smart people who play games (all kinds of games).
#172
Posté 04 juillet 2011 - 07:25
Melca36 wrote...
Game developers need to stop assuming gamers will not notice when something is rushed. We are alot more saavy than they give us credit for.
I really doubt developers think people won't notice, they are aware of those things. Their main hope is that gamers won't mind too much because they enjoyed the other aspects of the game more, but I don't see Laidlaw and company saying "oh, no one will notice we recylced that dungeon dozens of times".
#173
Posté 04 juillet 2011 - 07:30
Zjarcal wrote...
Melca36 wrote...
Game developers need to stop assuming gamers will not notice when something is rushed. We are alot more saavy than they give us credit for.
I really doubt developers think people won't notice, they are aware of those things. Their main hope is that gamers won't mind too much because they enjoyed the other aspects of the game more, but I don't see Laidlaw and company saying "oh, no one will notice we recylced that dungeon dozens of times".
When thinking about it again...it wasn't really the dungeons that irked me. And Yes while they were annoying to repeat; I think things like the those silent 2d Characters that were scattered about annoyed me more.
I do understand they were on a budget. I just wish it had been so glaringly noticable.
#174
Posté 04 juillet 2011 - 08:26
The entire story of DA2 also has a flow or momentum problem. Act 1 being too long and grindy, then you get a time gap where your hero doesn't change his clothes for 3 years after changing it every hour, but thats okay because Act 2 is well written (overall). Then you get another time skip which makes the hero look ineffective leading to an ending that says only one thing: Hawke is not important. He/she is ineffective at seeing the problems at hand which puts them in the position of being a purely reactive grocery getter.
As a player I don't like feeling as though I didn't really matter to the story, no matter how hard the game tries to tell me that I was important. Now is that because of bad writing or bad design (or a combination of the two) only BioWare knows and no one there is going to write an apology letter or anything.
#175
Posté 04 juillet 2011 - 08:30





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