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Dragon Age 2 reception and community discussed


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#501
Saintthanksgiving

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Mike Laidlaw wrote...

Suffice it to say that I am strongly in the camp with the people who believe that the best parts of Origins combined with the best parts of DAII would create a game better than both of them. I am also a fan of customization, both of character and story, and increasingly aware that the DA universe is in dire need of more "activitites." More ways to interact with the world around you.


I think a lot of us are looking for more immersion.  The move to a fixed protagonist was a large change from Origins, not only in the choice of creation options, races, etc, but the idea that Hawke was his/her own person before we met him.  I am not dead set against this type of game, but for me at least, there was a disconnect from the expierience that I enjoyed in Origins.  Has there been any discussion in this regard?  Not just as far as increased choices, but immersion as a whole?

edit: as I can already foresee people jumping down my throat on the origin stories from DAO, let me clarify.  The removal of customization, coupled with the single protagonist, with the added issue of the Hawke family being an ever present reminder of who Hawke was befroe we met him, seemed to limit immersion... In my not so humble opinion.

Modifié par Saintthanksgiving, 06 août 2011 - 12:37 .


#502
b1322

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tmp7704 wrote...

jlb524 wrote...

You missed the point.  If your lover is up on a hill, you will be kissing their...yeah.

We've all seen Alistair squat and make honk-honk gestures in camp which were totally exploitable... that wouldn't get any worse, really.


I agree!

#503
Melca36

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Stanley Woo wrote...

We in QA have quite a collection of... ahem... "strategic" screenshots that will never see the light of day.


Awww.....

I'd be willing to pay to see them.  :lol:

#504
erynnar

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Mike Laidlaw wrote...

AloraKast wrote...

In making the (some would call them) big changes in DA2 and steering the franchise in a noticeably different direction, what WAS the audience you were aiming for? To what kind of audience were you hoping to make this game more accessible? So as not to get boggled down by terms and definitions, is it fair to say the aim was simply to have the game appeal to anyone who doest not consider themselves an RPG gamer?


Yep, that's pretty much it. And I think there's a lot of static in the message, because DAII was a transitional product where it's hard to discern what is vision, and what is not. I wince every time I read "obviously they dumbed it down for console players who don't care if they visit the same cave over and over!" There are....well, there's an awful lot of things wrong with that statement.

Which brings me to another point. What is this new direction that you have in mind for the DA franchise? Where are we headed?


As much as I have enjoyed this dialog, I strongly suspect that any detailed answer I give here will be widely interpreted as wrong, since any element of the game I don't list will be construed as cut, or ruined.

Suffice it to say that I am strongly in the camp with the people who believe that the best parts of Origins combined with the best parts of DAII would create a game better than both of them. I am also a fan of customization, both of character and story, and increasingly aware that the DA universe is in dire need of more "activitites." More ways to interact with the world around you.

The rest will come out as we get closer to future products.


Oh, as one in the combine the best of both camps, this makes me very happy to read. And psst, over here *waves to corner* I don't know if you should listen to me, but there a lot of other people here better than me, and they say the same thing. :happy:

#505
TEWR

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I believe the intent of the Dragon Age series is to have the games focus not only on different people, but also vary in how they do that.

We had origins in DAO, and a set character in DA2. I think Bioware is probably going to do both styles in the series (obviously not at the same time).

1) Origins
2) Set character
3) Origins
4) Origins
5) set character
6) Origins
7) Set character
8) set character

something like that I think.

#506
erynnar

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The Ethereal Writer Redux wrote...

I believe the intent of the Dragon Age series is to have the games focus not only on different people, but also vary in how they do that.

We had origins in DAO, and a set character in DA2. I think Bioware is probably going to do both styles in the series (obviously not at the same time).

1) Origins
2) Set character
3) Origins
4) Origins
5) set character
6) Origins
7) Set character
8) set character

something like that I think.


As Morrigan would say, "interesting." :lol:

#507
tmp7704

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Stanley Woo wrote...

People seemed to dislike it when we did something similar in KotOR. While they liked the dialogues themselves, usually they were on the way somewhere adn got frustrated with having to stop and engage in conversation whenever Bastila was feeling chatty. Multiply that by the two or three you have in your party, and you can see how some folks might not enjoy having their adventure stopped now and again by one's followers.

That's the difference between being able to initiate the dialogue when the player feels like it, and having it happen at arbirary moment because the NPC demands it, no matter what the player feels like doing. So it's... not that similar at all, really Posted Image 

That's a moot point now anyway, but to make it bit more useful, this version with NPC initiating the conversation and which was found irritating, it's a bit like how i've perceived the "you are now allowed to talk with the companion" quest-based conversation system in DA2. It tended to create strong impression that all interaction was 100% on the NPCs terms, and it was either their way or the highway. And.. that's not much fun, indeed.

Modifié par tmp7704, 06 août 2011 - 12:43 .


#508
TEWR

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Also, will we see any Ogre Emissaries? Or Disciple Ogre Emissaries that have a preference for cookies? That would be awesome.

And can they please be purple again and not have a mushed together face?

Modifié par The Ethereal Writer Redux, 06 août 2011 - 12:45 .


#509
Johnny Jaded

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Stanley Woo wrote...

People seemed to dislike it when we did something similar in KotOR. While they liked the dialogues themselves, usually they were on the way somewhere adn got frustrated with having to stop and engage in conversation whenever Bastila was feeling chatty. Multiply that by the two or three you have in your party, and you can see how some folks might not enjoy having their adventure stopped now and again by one's followers.

It breaks up the flow of the game, I think, when that happens. I liked it in KotOR because it was different than what we'd done for NWN, but these days, I think it would feel intrusive, like we were trying to force feed you character stories or dialogue.


And some people dislike only being able to converse with companions in their home base. Not everyone is going to like every feature. It shouldn't interrupt the flow if it's done during a "quiet" period, like the entry of a new area, for example, or a particularly empty stretch of terrain maybe.

#510
tmp7704

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The Ethereal Writer Redux wrote...

Also, will we see any Ogre Emissaries? Or Disciple Ogre Emissaries that have a preference for cookies? That would be awesome.

I hope the Ogre Emissaries are nug-sized. Just to break the "i'm the mini boss so i'm bigger, rawr" schtick Posted Image

#511
Saintthanksgiving

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The Ethereal Writer Redux wrote...

I believe the intent of the Dragon Age series is to have the games focus not only on different people, but also vary in how they do that.

We had origins in DAO, and a set character in DA2. I think Bioware is probably going to do both styles in the series (obviously not at the same time).

1) Origins
2) Set character
3) Origins
4) Origins
5) set character
6) Origins
7) Set character
8) set character

something like that I think.


my question wasnt so much, will it be origins or set character in the future, so much as "how does the development team feel about how the set character worked?"  or... "are we looking at a combination of the two in the future? "

#512
b1322

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Johnny Jaded wrote...

Stanley Woo wrote...

People seemed to dislike it when we did something similar in KotOR. While they liked the dialogues themselves, usually they were on the way somewhere adn got frustrated with having to stop and engage in conversation whenever Bastila was feeling chatty. Multiply that by the two or three you have in your party, and you can see how some folks might not enjoy having their adventure stopped now and again by one's followers.

It breaks up the flow of the game, I think, when that happens. I liked it in KotOR because it was different than what we'd done for NWN, but these days, I think it would feel intrusive, like we were trying to force feed you character stories or dialogue.


And some people dislike only being able to converse with companions in their home base. Not everyone is going to like every feature. It shouldn't interrupt the flow if it's done during a "quiet" period, like the entry of a new area, for example, or a particularly empty stretch of terrain maybe.


If the dialogues initiated are optional, then why not give players the option to choose if they want to talk or not?

#513
b1322

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The Ethereal Writer Redux wrote...

Also, will we see any Ogre Emissaries? Or Disciple Ogre Emissaries that have a preference for cookies? That would be awesome.

And can they please be purple again and not have a mushed together face?


Yet again I agree Posted Image

#514
hoorayforicecream

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ipgd wrote...

Mike Laidlaw wrote...

Very unlikely. Kisses are next to impossible when characters could be standing on a hill.

And no one wants to see that screenshot.

I'm pretty sure all of us do now.


It can get pretty bad. The main issue is that kissing (or touching in general) requires synchronization of two characters, and that means making assumptions, like heights at which the characters stand. Most of the game takes place on flat ground, so that makes the most sense for creating the animations for the cutscene. But if you do that, then doing it in the field could mean you're standing on a slope, which then changes their relative heights and your animations don't line up anymore. So what happens most of the time is that you snap your heights to the same level, and that means one character is either sunken down into the ground, or floating in the air. This means you cannot show anything from the waist down, which limits you to mostly shot-reverse shot (or, in DAO's case, just shot... the camera almost never moves from its position during conversations in the field).

This is why the kisses in DAO were so one-note. They were all done that way because they had to be. Most didn't notice it because of how everything was shot in this way, but by having the shots all done this way meant that you get no cinematography, like moving the camera, changing field of view, or any other sort of storytelling techniques. The thing is, the more you try to do with the camera, the more you expose its weaknesses in the field, because it can come anywhere. So the DA2 devs made that call - all of the cutscenes happen in places they know exactly what and where in the environments they are, so that they can make sure the camera doesn't end up exposing something it shouldn't.

#515
zoompooky

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I think the best solution is to give both sides what each wants. If one of your party has a conversation they want to have then let them give you some sign, some gesture - a hint as it were - that they want to talk.

Then it's up to you as the player to either keep forging ahead on the path to your destination, or turn around and say "what's up?".

#516
erynnar

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b1322 wrote...

The Ethereal Writer Redux wrote...

Also, will we see any Ogre Emissaries? Or Disciple Ogre Emissaries that have a preference for cookies? That would be awesome.

And can they please be purple again and not have a mushed together face?


Yet again I agree Posted Image


Me too.

#517
tmp7704

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hoorayforicecream wrote...

This is why the kisses in DAO were so one-note. They were all done that way because they had to be. Most didn't notice it because of how everything was shot in this way, but by having the shots all done this way meant that you get no cinematography, like moving the camera, changing field of view, or any other sort of storytelling techniques.

On the other hand, there's things like very cinematic kiss mod by DahliaLynn (at  http://social.biowar...m/project/3194/) which works perfectly well on the hills, with the moving camera etc Posted Image

(yes, that uses the snap to height and don't show things below knee level tricks, but that's perfectly fine for the subject at hand)

Modifié par tmp7704, 06 août 2011 - 01:03 .


#518
b1322

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tmp7704 wrote...

hoorayforicecream wrote...

This is why the kisses in DAO were so one-note. They were all done that way because they had to be. Most didn't notice it because of how everything was shot in this way, but by having the shots all done this way meant that you get no cinematography, like moving the camera, changing field of view, or any other sort of storytelling techniques.

On the other hand, there's things like very cinematic kiss mod by DahliaLynn (at  http://social.biowar...m/project/3194/) which works perfectly well on the hills, with the moving camera etc Posted Image


Thats true, I have seen DahliaLynns work and its amazing. I just want the romance style back from origins.

#519
b1322

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I hated to have to wait 5 hours in da2 before a romance scene would appear, I hope it will be better in da3.

#520
Brockololly

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Mike Laidlaw wrote...

tmp7704 wrote...

The companions are doing that all the time though, chatting about their personal feelings while on the move, in the middle of that dungeon. If it makes sense for them and if it makes sense to the player who might want this feature, it'd be pretty cool if this functionality could be restored....

(really liked that ability in DAO, and pretty much agreed with the sentiment in the post which brought that up)


There is a very big difference between the way the game handles banter and the way the game handles a "full" staged conversation. There are technical reasons why this, while not impossible (few things are in video games), is not very feasible.

Beyond technical, if we were to have these dialogs such that they could play anywhere, they would, by nature, have to be completely static "talking heads" and while I'm aware that some people are fine with that, I do not think it plays to our strengths. I would much rather discuss things with my followers in an area that's appropriate.

So, to be direct: No, you will not be able to have full dialogs with your followers on the road. I completely understand why it's a desired feature, but it is not one we will be pursuing.

(Yes, the danger of an honest and open dialog with developers is that they sometimes say no. Sorry!)


And I think this mentality is one of the biggest problems with DA2's design- taking away control from the player. Along with stuff like taking control away from the player in respect to companion armor and the aforementioned taking control away from the player to have reactive conversations with companions anywhere...and for what? Slightly more cinematic conversations where the camera can zip around and go shakey cam?


I think its a matter of giving the player freedom and choice. The lack of being able to talk with companions on the road in DA2 was part of the game's overall lack of reactivity. Origins worked great in that regard where the mechanism of starting a conversation worked in one way in every location- it was simple and intuitive. It made sense to even the most casual of player- want to talk? Click on them!  If I wanted to take a break in the Deep Roads and chat with Leliana about shoes in Orlais, why do you care as the developer where the player has that sort of conversation?

I can understand having certain BIG Important conversations framed and scripted in certain places, absolutely. But a huge problem in DA2 was how every conversation went into dramatic cinema mode, even if the conversation ended up being something fairly inconsequential, or how you'd be standing next to somebody on the road and have a popup in your journal how they want to talk with you. I'd much rather you guys save your resources for the cinematic big guns on moments that actually require it and not every single character interaction. Like Deus Ex Human Revolution seems to be doing in having big conversation moments where its clear they spent a lot of time on them along with more standard fare which makes the big moments stand out that much more.

When every conversation ends up having the camera moving all around and so forth, they all sort of blur together. What was once special becomes mundane.  IMO, you need a variety of conversation types- so something like the Dark Ritual in Origins gets the 5 star cinematics and staging but asking a lore question from Sten or a story from Leliana is something you can ask whenever.

Just as much as people like shooting random civilians and hijacking cars to drive them off a cliff in GTA, they do that to test the reactivity of the game world. Is the game going to react when I try to essentially "break" it? Its in that moment when you realize that yes, the cops are chasing you down for running down the dude at the hotdog stand when you're having a blast. That yes, the game is reacting to the **** you've stirred up. Its better than any scripted moment a developer can conjure up because its initiated by the player and in the mind of the player, its their own little narrative.

Its that "Oh ****!" moment in something like BG2 when the Cowled Wizards come at you. In Origins, you had it in the reactivity of being able to click on somebody and "Oh ****!" they actually responded to you and didn't ignore you or give a canned response. You're not worried about the camera smash zooming or having somebody go sit in a chair- you're enjoying the narrative and freedom and reactivity the game is giving you. And its allowing the player to play the game without the developer breathing down their neck,  going "You're playing the game wrong! This companion only speaks with you at first light on the fifth day when you look to the east at dawn!"

And its the same thing with being able to randomly kiss your LI on the road in Origins. Its reactivity to something initiated by the player. It surprised me that the game reacted to not only allowing the player to do that, but even in the little quips the other companions would give when you chose to kiss your LI. At that moment you don't give a damn that its not staged in some field at sunset as you skip through the meadows- its about the game reacting to the player in the moment and allowing the player the freedom to create their own narrative, even if its something as small as that.


And as tmp mentioned, in DA2 its even more infuriating and frustrating when the companions are chatting away and having a jolly old time conversing and having ****s and giggles on the road while the PC is rendered mute. Its especially jarring given the voiced PC while at least in Origins you could talk whenever if hearing a banter while on the road made you want to chat with Shale or Morrigan or whoever. And no, having Hawke randomly join banter didn't do much IMO, since more often than not I was left going "Who was that?" since there is zero input from the player in those cases.

TL;DR You need to balance player agency and allow for more player freedom and reactivity, even if that means letting up on having every conversation some cinematic masterpiece.

#521
Saintthanksgiving

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Brockololly wrote...


I think its a matter of giving the player freedom and choice. The lack of being able to talk with companions on the road in DA2 was part of the game's overall lack of reactivity.

Just as much as people like shooting random civilians and hijacking cars to drive them off a cliff in GTA, they do that to test the reactivity of the game world. Is the game going to react when I try to essentially "break" it? Its in that moment when you realize that yes, the cops are chasing you down for running down the dude at the hotdog stand when you're having a blast. That yes, the game is reacting to the **** you've stirred up. Its better than any scripted moment a developer can conjure up because its initiated by the player and in the mind of the player, its their own little narrative.


this... I've been sayin it, you said it better.

Modifié par Saintthanksgiving, 06 août 2011 - 01:10 .


#522
blothulfur

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Well bloody said

#523
b1322

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Brockololly wrote...

Mike Laidlaw wrote...

tmp7704 wrote...

The companions are doing that all the time though, chatting about their personal feelings while on the move, in the middle of that dungeon. If it makes sense for them and if it makes sense to the player who might want this feature, it'd be pretty cool if this functionality could be restored....

(really liked that ability in DAO, and pretty much agreed with the sentiment in the post which brought that up)


There is a very big difference between the way the game handles banter and the way the game handles a "full" staged conversation. There are technical reasons why this, while not impossible (few things are in video games), is not very feasible.

Beyond technical, if we were to have these dialogs such that they could play anywhere, they would, by nature, have to be completely static "talking heads" and while I'm aware that some people are fine with that, I do not think it plays to our strengths. I would much rather discuss things with my followers in an area that's appropriate.

So, to be direct: No, you will not be able to have full dialogs with your followers on the road. I completely understand why it's a desired feature, but it is not one we will be pursuing.

(Yes, the danger of an honest and open dialog with developers is that they sometimes say no. Sorry!)


And I think this mentality is one of the biggest problems with DA2's design- taking away control from the player. Along with stuff like taking control away from the player in respect to companion armor and the aforementioned taking control away from the player to have reactive conversations with companions anywhere...and for what? Slightly more cinematic conversations where the camera can zip around and go shakey cam?


I think its a matter of giving the player freedom and choice. The lack of being able to talk with companions on the road in DA2 was part of the game's overall lack of reactivity. Origins worked great in that regard where the mechanism of starting a conversation worked in one way in every location- it was simple and intuitive. It made sense to even the most casual of player- want to talk? Click on them!  If I wanted to take a break in the Deep Roads and chat with Leliana about shoes in Orlais, why do you care as the developer where the player has that sort of conversation?

I can understand having certain BIG Important conversations framed and scripted in certain places, absolutely. But a huge problem in DA2 was how every conversation went into dramatic cinema mode, even if the conversation ended up being something fairly inconsequential, or how you'd be standing next to somebody on the road and have a popup in your journal how they want to talk with you. I'd much rather you guys save your resources for the cinematic big guns on moments that actually require it and not every single character interaction. Like Deus Ex Human Revolution seems to be doing in having big conversation moments where its clear they spent a lot of time on them along with more standard fare which makes the big moments stand out that much more.

When every conversation ends up having the camera moving all around and so forth, they all sort of blur together. What was once special becomes mundane.  IMO, you need a variety of conversation types- so something like the Dark Ritual in Origins gets the 5 star cinematics and staging but asking a lore question from Sten or a story from Leliana is something you can ask whenever.

Just as much as people like shooting random civilians and hijacking cars to drive them off a cliff in GTA, they do that to test the reactivity of the game world. Is the game going to react when I try to essentially "break" it? Its in that moment when you realize that yes, the cops are chasing you down for running down the dude at the hotdog stand when you're having a blast. That yes, the game is reacting to the **** you've stirred up. Its better than any scripted moment a developer can conjure up because its initiated by the player and in the mind of the player, its their own little narrative.

Its that "Oh ****!" moment in something like BG2 when the Cowled Wizards come at you. In Origins, you had it in the reactivity of being able to click on somebody and "Oh ****!" they actually responded to you and didn't ignore you or give a canned response. You're not worried about the camera smash zooming or having somebody go sit in a chair- you're enjoying the narrative and freedom and reactivity the game is giving you. And its allowing the player to play the game without the developer breathing down their neck,  going "You're playing the game wrong! This companion only speaks with you at first light on the fifth day when you look to the east at dawn!"

And its the same thing with being able to randomly kiss your LI on the road in Origins. Its reactivity to something initiated by the player. It surprised me that the game reacted to not only allowing the player to do that, but even in the little quips the other companions would give when you chose to kiss your LI. At that moment you don't give a damn that its not staged in some field at sunset as you skip through the meadows- its about the game reacting to the player in the moment and allowing the player the freedom to create their own narrative, even if its something as small as that.


And as tmp mentioned, in DA2 its even more infuriating and frustrating when the companions are chatting away and having a jolly old time conversing and having ****s and giggles on the road while the PC is rendered mute. Its especially jarring given the voiced PC while at least in Origins you could talk whenever if hearing a banter while on the road made you want to chat with Shale or Morrigan or whoever. And no, having Hawke randomly join banter didn't do much IMO, since more often than not I was left going "Who was that?" since there is zero input from the player in those cases.

TL;DR You need to balance player agency and allow for more player freedom and reactivity, even if that means letting up on having every conversation some cinematic masterpiece.




I am the one who started all of this with the first question and I did that because it might be a small matter to the developers but a lot of the fans who were disapointed with da2 wanted this, its all over the forum, it is important to the fans Posted Image

So well said Brock Posted Image

Modifié par b1322, 06 août 2011 - 01:17 .


#524
phaonica

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Well said, Brock. <3

#525
Addai

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Brockololly wrote...
And I think this mentality is one of the biggest problems with DA2's design- taking away control from the player. Along with stuff like taking control away from the player in respect to companion armor and the aforementioned taking control away from the player to have reactive conversations with companions anywhere...and for what? Slightly more cinematic conversations where the camera can zip around and go shakey cam?

While it seems clear this value is here to stay, I'll chime in and say it's unfortunate that we get so much taken away for such dubious return.  It's also really odd, since this seems like a value the devs are pushing and not a player-driven thing.

Same with the iso camera being taken away for some design purpose- and yet the game is, IMO, pretty ugly.  What are we getting for the loss in gameplay features?