Tirfan wrote...
^ No! Every game has to fit in the same mold. We can't have different games catering to different people can we? That would be crazy.
Yup... its funny how you look back at interviews prior to Origins coming out and even right after with how the Doctors often stressed how they want variety in the games they make and how fans of DAO aren't necessarily ME fans and so forth.
Now it seems the paraphrase/dialogue wheel/ overblown cinematics are mandated in every single BioWare game, such that they all blur together, only separated by slapping a fantasy paint job on one, sci fi on another and Star Wars on the third. Whatever happened to trying to present the stories in different ways?
From a May 2009 IGN interview:
In Mass Effect, a third-person game, you take a character and mold them into a new person, directing the character rather than fully inhabiting her or him. As you play, you're able to watch that directed person act in the game, speaking with the voice you have helped shape. But in Dragon Age, you don't watch the conversation because you are the conversation. After the success of Mass Effect, Muzyka and Zeschuk say they thought about applying the dialogue system to all their games but soon realized that different experiences call for different approaches.
"We talked about this for months, and we did all kinds of analysis," says Zeschuk. "Really we see it as a step sideways. It's actually about presenting different flavors of games."
In part, the flavor difference between Mass Effect and Dragon Age is one of artistic approach (among many other factors). The vision for Mass Effect was intensely cinematic, from the depth-of-field effect in conversations to the camera angles, music and dramatic effect of the on-screen actions of your character. In Mass Effect, you tell Shepard to do something, and then you watch him or her act.
"It's that little bit of surprise because you just don't feel like you're in complete control of it, whereas in Dragon Age, you are that character. That is you. You're doing it. Everything is you," says Zeschuk.
It's that subtle but distinct difference that makes Mass Effect's dialogue system a poor fit for Dragon Age: Origins, Muzyka and Zeschuk say, and it's a choice they think players will find natural when they finally get behind the controls. Additionally, the Dragon Age system, because it's not tied to a relatively small graphic with a maximum of five or six choices, can offer far more conversation possibilities than its third-person cousin.
"For those four to six choices you get, there are probably four to six times more you don't see that would be totally different depending on your origin choice, your choices up to that point in the game, whether you're male or female, and a variety of other things," says Muzyka. "It's about the role you're playing. Are you playing a set role, or are you playing a role you've defined yourself?"
Modifié par Brockololly, 25 juillet 2011 - 11:09 .





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