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Features/News You Must Hear to Restore/Bolster Your Confidence for DA? (Edit: Added Laidlaw's Response) Updated: 8/5/2011


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#1
Savber100

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This is NOT a criticism thread but simply features you want returned or action to be taken to restore the loss of credibility after DA2. Leave a brief explanation to your points.

PLEASE DO NOT SUGGEST ANYTHING THAT IS OF A PERSONAL NATURE! DEMANDING THE REMOVAL OF ANY INDIVIDUAL FROM THE DA TEAM IS UNACCEPATABLE AND WILL HAVE THIS THREAD LOCKED.

...and who wants that?

1. The isometric camera for the PC. 

2. Branching Narratives 

3. A Recommitment in Understanding the current DA audience 

4. Free DLCs

5. New Graphics Engine

6. Origins 


Explanation: 

1. The isometric camera was integral to the DA:O experience on PC. Half the time, I used the isometric camera for either combat or navigating across the map. When the first storm against DA2 came, I defended that DA2's combat will remain the same tactical experience until I learned of the removal of isometric camera. That stripped away all faith that Bioware was just improving the combat. 

2. The Witcher 2 did it and it was amazing. Branching narratives are the epitome for a good C&C as you literally see a difference between the choices that you make. If DA3 have this, I will be the first to preorder with my faith in Bioware restored. Why? Branching narratives are insanely expensive to do but it shows a serious commitment in making choices matter and valuing the decisions of the player. Think of it as the total opposite of repeated environments. 

3. The DA team need to understand the current audience that they have with the DA franchise. Many of Bioware's more hardcore RPG audience came here after ME switched to a more combat-centric style that turned off more than a good deal of players that preferred classic RPGs like Planescape Torment, Fallout, and Baldur's Gate. The DA team need to find a better balance and have a greater emphasis on the strength of the original DA:O rather than trying to get more of the COD/Halo crowd. The ME team has that covered, DA team, why don't you aim for another viable audience? Look at the sales for The Witcher 2 and DA:O. Come on... there's still a market for these types of RPGs.

4. Valve and CD Projekt Red understands that there's nothing like free stuff to please the fanbase. Now go to Youtube, and watch "Bioware: State of the Industry". Yeah...  :pinched: While this might not be viable due to EA policy, I really wish Bioware can pull something off with EA. Come on...Bioware is the HEAD of EA's RPG division. Is there really no way for Bioware to give out free DLC rather than keep giving us overpriced Day One DLC? 

5. Look at the Witcher 2 and then look Dragon Age 2. 

Graphics aren't everything in a RPG but graphics do show the level of craftsmanship and commitment of a particular team.  DA2 just lack the detail and loving care which we see in The Witcher 2. Even if DA's team is heavily commited, the engine doesn't do the team and the game justice. The current engine for Dragon Age is outdated and needs to be replaced. If I hear that DA3 will be having either the Frostbyte 2 or Cryengine 3 to power its grahpics, I'll be there in a flash. 

6. Give us back Origins. Yes, I know DA2 isn't Dragon Age: Origins but honestly origins was what got me into the game in the first place. Before I would have missed DA:O as ANOTHER generic fantasy until I saw this feature. 
I know it's difficult to pull off due to having a voiced protagonist  but bring this back in DA3 will show that Bioware is committed to their fans more than ever. 


More Fan Suggestions: (These were the following features/news I gathered from the posts)

1. Longer Development Cycle - The 18 month of DA2's development has left a bad taste in our mouth. 

2. More dialogue options for the character or ditch the DW entirely -The flaw of the dialogue wheel is that it destroyed the illusion of choices. Enrich the DW with more options while also finding a better way to implement the DW... maybe a Deus Ex: HR-styled wheel? 

3. Mod support - Sigh, remember the awesome Alistair/female human noble wedding mod? The Redesign mods? Good times...  :(. It's critical for Bioware to show that it still strongly supports the PC market by releasing a toolset. 

4. Better Music -  Personally, I felt Inon Zur is doing great but the rushed timetable for DA2 greatly diminished the quality of DA2's soundtrack. This is directly linked to 1. 

5. No more sticky AOE - I agree... having sticky AOE grealy interferes with tactical planning. I forgot how many times I tried to bring my mouse back to the place i wanted as it jumps upon the nearest enemy. 

6. Slow down the combat - This is important. Faster combat compared to DA:O was fine but exploding darkspawns and people leaping 10 feet into the air is pushing it. Make it fast BUT realistic. 

7. Open Level Design - Aim to create a world bigger than a single, linear corrider to get from Point A to Point B. In a RPG, this just ruins the sense of exploration.

8. More Varied Animation like blocking, parrying etc -  Ever since they sped up the combat, the faster combat only further amplified a interesting problem graphic-wise where the enemy lacks reaction the your blows. You whack and the enemy just blinks while his health goes slooowly down. You want to make DA's combat more engaging? Make soldiers react in combat as they do in real-life while keeping the tactical combat. Give us more variety of animation such as when a warrior blocks a blow, he actually visually blocks it. We could see the rogue actually dodge blows and mage's absorb damage. I think we had some elements of this in DA:O but it kinda just went off the radar in DA2 as it was nothing but hack hack hack slash slash stabbity stab. 


9. Fully equippable, customizable armor and weapon for companions - The reason for the removal of equipping any armor on companions confounds me. Devs have said that this was to give your companions a "signature" look. However, this isn't a FPS, hybrid (Mass Effect), or action-adventure game where the goal is to create recognizable characters. No, this was a old-school RPG where you can swap out the armor that you feel is best for your team. The ability to choose what fancy armor to give Sten or Alistair or what robes look best on Morrigan was a great feature that allowed the player to have maximum customizability to create a unique party that is vastly different from other players. There's nothing more satisfying than looking at your team at the end and smile at how far the squad has come just by looking at what they're wearing. DA2 lacked this personal evolution of your companion besides in a romance where you get ONE alternate suit which you can never really change entirely to the PLAYER'S tastes. 

10.
New Art Direction - The community is pretty divded on this issue and I'm not suprised. The original DA:O was promised to be gritty, mature, and realistic similar to Game of Thrones by George R.R. Martin. When DA:O was released, aethestics reflected the goal.  In DA2, the art changed into a more cartoony look which many DA:O players have felt was opposite of the aethestics they liked in DA:O. 


11. The return of non-combat skills -  The removal of non-combat skills greatly decreased the role-playing within DA2. In the RPGs of old, the players had a vast array of options to not only persuade but to indimidate and to coerce etc. While not perfect in DA:O, skills like persuade and lockpicking helped players to create a unique personality and to give unique options based on our choices and skills. In DA2, we basically fight or we die with few options to create a personality beyond the killing machine that we call Hawke. This creates a disconnect between the player and the character as our limited options never really go beyond choosing a combat style of the central protagonist.


12. Return of silent protagonist - Here's where most of fanbase are pretty split. With a silent protagonist, we are given the ability to "fill in the blanks". The Warden is me and my choices are truly my choices. However in DA2, my Hawke is already pre-defined. He's a confident leader and the Champion of the Kirkwall. He command while others listen. Nothing that I do can change that as Hawke's voice always speaks out with confidence no matter what I do. Compare that with the Warden where I can evolve my character from a surface-hating dwarf to a confident commander or a loving city elf that becomes a brutal killer of non-elves. Many people have complained that the Warden just sits there mutedly like a stone but I believe that my Warden doesn't react because I'm the one reacting for him. To me, my Warden wept after killing Connor, he smiled at Alistair's bickering with Morrigan, and he chuckled whenever he hears about Shale's rave about birds. In DA:O, it felt like role-playing at its best as I'm the Warden and no one else.

13. Key Gameplay Changes - No more wave combat,  No more scaling enemies - they are cheap and take away any feeling that you have actually progressed, oh, you have more abilities, but what does it matter when the battles feel exactly the same against exactly the same type of mooks, no matter the level. No more bloated hp-monsters, you can make the game difficult even without them. 

Friendly Fire should not be tied to any difficulty level, but rather you should be able to turn it off or on on any difficulty (except Nightmare where it should be by definition be on), Over-the--top animations need to be banished to deepest pits of abyss.

In the optimal world, the encounters would be hard not just because of the number of enemies you face, but also because they use their abilities in a way that isn't stupid, and you shouldn't be able to look at the talent trees and pretty much outright see how you can make builds that have enormous dps-potential, which, sadly, is the only thing that matters, more emphasis on the usage of crowd-control abilities etc. is what I would like to see as an actually viable solution.

(13 was taken from Tirfan's post and csfteeeer's suggestions). 


EDIT: TELL ME IF I MISSED ANYTHING YOU FEEL IS IMPORTANT. 

Guess what? Mike Laidlaw, lead designer of DA, has responded with a message: 


Mike Laidlaw wrote...
Hey Savber. Thank you for your suggestions. Many of them are right on the money, but at the same time many do not match the overall direction of the DA franchise. 

Overall, though, I see that you're asking for an improvement in quality, and some of the RPG mechanics making a return which is a noble goal and where we are headed.


Thoughts?

Modifié par Savber100, 05 août 2011 - 10:28 .


#2
John Epler

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I'm going to leave this open, with one caveat - that it not be used as a vehicle to attack specific individuals. Feel free to discuss design decisions or other aspects of the game as a whole that you feel would be a must-have, but avoid the 'as long as person X is gone'.

#3
John Epler

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alex90c wrote...

JohnEpler wrote...

I'm going to leave this open, with one caveat - that it not be used as a vehicle to attack specific individuals. Feel free to discuss design decisions or other aspects of the game as a whole that you feel would be a must-have, but avoid the 'as long as person X is gone'.


...what's wrong with wanting a character gone?


Allow me to clarify.

'Character X needs to be gone', groovy. No problem.

'Developer X needs to be gone', nope. Not something we're going to be doing here.

#4
John Epler

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Let's give this one more shot - again, without calls for anyone's head. As I said, please feel free to discuss what you feel are important things to bring back/maintain in the franchise in future installments, but do so without making it personal. Because that will get this locked.

#5
John Epler

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Savber100 wrote...

JohnEpler wrote...

Let's give this one more shot - again, without calls for anyone's head. As I said, please feel free to discuss what you feel are important things to bring back/maintain in the franchise in future installments, but do so without making it personal. Because that will get this locked.


I placed a reminder in the OP if that helps...

That said, it's kinda cool that you guys are monitoring this thread. Any chance that some of these suggestions will be passed along to the design team? :innocent: 



All feedback on the forums is read, and much of it gets passed along to various people in the design hierarchy. I can definitely say that we've looked at feedback from here (and elsewhere) and used it to inform our design philosophy at times - the phrase 'people were passionate about X, so let's keep that in mind while designing Y' shows up in most planning meetings I've been a part of.

I know that I've taken some cues from comments people had on the cinematics and applied it to new work that I've been doing, as well as feature requests for future content. So I guess the short answer is - yes, all reasoned feedback makes its way to us design folk. ^_^

#6
John Epler

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I'm not saying things just to hear myself speak.

These boards are not a free-for-all, no matter how much some people seem to wish they were. Temp bans handed out because, hey, I meant what I said.

#7
John Epler

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devSin wrote...

JohnEpler wrote...

I'm not saying things just to hear myself speak.

You... hear words on the Internet?

That might actually explain some things.


I always find it rather awkward when people try to change common phrases to suit the internet - 'just to see myself type' is rather unwieldy, don't you think?