Mike Laidlaw wrote...
Let's be frank. To my understanding the "Bioware wants to appeal to the Call of Duty crowd" myth devloped like this:
- Greg Zeschuk comments in an interview that Bioware aspires to sell to a larger audience, and that numbers like Call of Duty's 10 million are the long-term goal.
- DAII's combat is, in fact, faster, and more "actiony." Some RPG elements are removed (skills), and others are changed (iconic follower armor, rather than complete customization).
- Magical Alchemy happens and "Apparently Dragon Age only wants Call of Duty players to play their game." is the result.
In truth, what we would like is for there to be 10 million RPG fans out there, not to toss aside RPG fans. If anything, I suspect that we didn't put enough focus on stats, cross-class combos, and so on in our message, which would have helped.
And to be really honest, if we were dead-set on cutting RPG systems, we could have cut much, much deeper.
Hello mike,
That was exactly what I was trying to get at in my reply to you.
I could be wrong but I believe that the effort you made to simplify the games mechanic did not go unnoticed and in fact were appreciated.
I may be slightly biased, I teach a fencing style where there are only 5 strikes and you use them to attack and to defend, so I am partial to stream lining.
In fact I like the concept EA/BIOWARE has brought into DA2. And yes they are a leap forward at the conceptual level.
However I really think this is the crux of the “frustration” is how it comes together at the end.
You mentioned the speed of the combat or late in the thread the dialog option where brought up.
I thing this post from Savber100 sums it up perfectly.
===== Quote
But my point was more of how in DA2 it seems that no matter what I click, my Hawke just says the same bloody thing but with a different tone rather than different comment entirely.
For example, DA2's options felt more like when I talk to a character:
1. No (in a happy/diplomatic tone)
2. No (in a sarcastic tone)
3. No (in an angry tone)
4. Investigate
Compared to DA:O where I feel more in control of what I say. Look at my previous screenshot with Duncan for an example:
1. You're not wanted here
2. Lets talk about your impending beating
3. Thanks but please go.
4. What's your business?
I freely admit that the system is similar to each other but I believe DA:O created a better illusion of control of what I'm saying even as the dialogue discreetly loops back.
===== End of quote
Yes the system are similar to each other and in DA:0 I had a fair big of reload due to “opps this is not really what I meant”. So from a pure conceptual point of view DA2 is better but ends up looking oversimplified by being pretty much more of the same.
The combat are the same, yes they are quicker bar few exceptions, and the link between the char and the damage output is much much clearer and there are much less useless talent than in DA:0. However in DA:0 You could swap strategy and role by swapping weapons and with DA:A every class could do any role at least for a short while. So you don’t have to kite because you could swap and do something during the cool down and you could adapt to every encounter
phil