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Dragon Age 2 reception and community discussed


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#51
congealeddgtllvr

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Mike Laidlaw wrote...

I am amused when people note that waves are "gone" from Legacy. They're actually there, just done much better. So, yes, the bad waves are gone. Still more work to do, but a good start.


One thing I liked about Legacy was how each encounter felt a little unique.  The repetitiveness and similarity of encounters was not unique to DA2, but could also be found in Origins, imo.  

I wonder, how difficult would it be to maintain that kind of variety and creativity for each encounter over the course of a full game?  If it were a choice between more uniquely designed encounters and more total encounters, I would prefer the former.  

#52
Kothoses Rothenkisal

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Wow so many awesome posts to respond to.

Firstly @ Mike Laidlaw, regardless of the impression you may or may not get from some, the fact you took the time out in yet another thread to provide such detailed responses is a perfect example of how to engage with a community and foster dialogue. It also I hope shows an example of how calm and rationale debate can achieve more than a monkey style poo flinging contest so thank you very much for that.

@ Saintthanksgiving

The option to boycott a product or company entirely is a last resort, and should always be just that, recently in the UK we saw the closure of one of our oldest newspapers (and it was in my opinion a justified closure) a large portion of the reasoning for this was that people like my self orchestrated a campaign to the sponsors and advertisers raising our disapproval of the issues involved. A full on boycott of any company is the end of that company and while I was disappointed with Dragon Age 2 compared to other Bioware games, and while it will take a lot of very good feedback for me to go into purchasing DLC For it. I am glad that the concerns raised are being taken note of, even if you dont feel they are being addressed fast enough or in the way you want, I think the response shows that the issues many of us have ARE noted and will be addressed.

In my opinion had this been brought about through more open dialogue like the thread here like some of the posts in the initial feedback thread, then the job of community to help the developer find what works and the job of developer to entertain and enthral the community would both have been serviced in the best of ways.

Loving the debate in here, this is what the internet is for in my opinion.

#53
chunkyman

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Mike Laidlaw wrote...

Oh, and to go some distance toward what you want and look at some hot-button items:

1. Area Re-use.

An obvious problem, and one we are keenly aware of. Not an intentional issue, and certainly not "by design" but something that happened and needs to be addressed. Players should not have to accept that Cave A is also Caves B through D. While -some- assets will be reused in the course of any game (and should be, otherwise games would simply be too expensive to create), they should be done so with considerably more discretion. In retrospect, I probably should have just cut content to reduce the re-use, but that's a tough call to make in the moment.

2. "Wave" combats

When everyone talks about how it's raining men in DAII, there's clearly something wrong. Simple problem: waves were introduced as a mechanic and overused without enough time to tune them. Fan reaction prompted us to start making adjustments to the system pretty much immediately, and Legacy demonstrates the start of the result. I am amused when people note that waves are "gone" from Legacy. They're actually there, just done much better. So, yes, the bad waves are gone. Still more work to do, but a good start.

3. Impact of choice

We knew we were taking a risk making a story about a major even in Thedas that was pretty much going to happen, and reaction has been very mixed. While some folks love the "sound of inevitability" that pervades DAII, there are a number of weak spots in the impact they feel they should have on the world. Fair point. If we're going to offer you a decision, it should matter. Easy fix would be to cut decisions, but that's not what DA is about, so we're going to have to get better about clear impact of those decisions within the same game you're currently playing. Addressable, but not within a DLC, as they are pretty self-contained items.

4. Follower customization

A mixed bag. Lots of folks liked unique looks for followers. Many more hated losing the ability to put new platemail on Aveline. Completely understandable, and likely aggrivated by finding platemail that your mage character would likely never be able to equip. Needs to change, but we'll cement how before talking in detail. Also not really addressable in a DLC, as there would be fundamental changes to the core game needed, which goes beyond the scope of what a DLC can deliver.

There's more issues out there, for sure, but those are some that I'm comfortable talking about at this point.


Thank you, Mr Laidlaw! :wizard:

What about other, smaller issues in the game like bringing back item descriptions or getting rid of so many fetch quests?

#54
Kothoses Rothenkisal

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Mike Laidlaw wrote...

Saintthanksgiving wrote...

2nd EDIT: Just read the second Laidlaw post where he directly agrees to "Fundamental Changes" specifically in follower armor and loot.  I think my work here is done.  Your Welcome everyone.... Fundamentally.


While feedback is appreciated, I would like to take a moment to discourage people who think that torches and pitchforks is the way to fix things, as you advocated, Saint. It is not.

The end result of a successful campaign to prevent all sales of DA games would likely be the end of DA, not a redesign from the ground up. And while some might call that a "win," I don't see how losing one of the increasingly rare crop of fantasy RPGs out there benefits anyone.

Reasonable, passionate feedback is the best possible thing to provide. Seeing strongly negative reaction to DA II, and strongly positive reaction to Legacy, even from some of DAII's strongest detractors (and yes, I know it's not universal, but what is), is incredibly useful.


Can I quote you on this some time in the near future when I do my followup of Episode 1 and 2?

#55
Realmzmaster

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@Mike Laidlaw

The biggest problem with area re-use was the lack of effectively disguising the re-use. When you go into a cave and the same lantern and bench are there that you saw supposedly in a different cave you have a problem.
When you have area that are blocked off by a "wall" that looks nothing like the rest of the cave you have a problem.

When on the mini map you can see the other area behind the wall you have a problem. When you re-enter the same cave and wall is magically gone there is a problem.

I like the inevitability of the end. No matter what Hawke decides it may not change the end. Sometimes no matter how much you want it to change your decisions have no long range effect, (as far as I know. Who knows what goes on in David Gaider's mind?) but do effect points in the short term. Unfortunately many gamers may not like that kind of story.

I liked DA2, It had its problems, but for me was overall fun. I want to thank you and the other developers for coming to the forum to converse with the fanbase.

I understood why you stayed away. It was at times rather toxic on the forums. But I give you and the other developers props for standing in the hurricane's path and withstanding the wind while still listening.

The waves I know are still there, but you implemented them much better in Legacy

Modifié par Realmzmaster, 04 août 2011 - 03:04 .


#56
Tommyspa

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Is there a chance for a bundle version like the ultimate edition in the future, or likely too soon to tell? Or an enhanced edition, would that be something the DA team would be interested in?

#57
Saintthanksgiving

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First, Torches and Pitchforks withdrawn to a safe distance.

Second, I think that the stuff you outlined above are all great things and I honestly hope DA3 will be something special.

Third,  I apologize for suggesting you were a fan of the Star Wars Prequels in an earlier thread.  That was uncalled for.

As far as campaigning for DA's demise, that has never been my intention.  I can not however, justify purchasing DLC for DA2 without feeling like I am supporting the things that I did not like.  What is to prevent someone from seeing a huge profit margin in DA2 DLC as a support for everything that DA2 was? 

I understand that changes have been made for the better, but money talks... I dont want my money telling anyone that I enjoyed DA2 if I didnt actually enjoy it.

again I'm not trying to be hostile, I just dont see what recourse the consumer has outside of his wallet.  I posted my personal beefs with the game, offered some advice on where to go in the future, but at the end of the day its about money.  If DA2 makes a ton of money, and this new "streamlined" audience sends the profit margin through the roof, you arent going to care much about what I, or anyone who agrees with me, has to say.

I'm not trying to destroy anything, just trying to be heard.... fundamentally....with money.

EDIT: on review, something else occurred to me.  If DA3 were to repeat the mistakes of DA2, I wouldnt be buying it anyway.  If not spending 10 bucks now ensures that I WILL spend 70 bucks later... thats a trade off I think we can both live with. 

Modifié par Saintthanksgiving, 04 août 2011 - 03:14 .


#58
Firky

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Goodonya, Mike.

@Saintthanksgiving I'd totally respect anyone who voted with their wallet. But I don't understand the "Champion of the People" bit. Can you explain it to me? I'm enjoying reading what you're writing, because it's not making me cringe and worry about the image of gaming. (It drives me up the wall that people equate gaming with immaturity, hyperbole etc etc, and justified or not, I think the pitchfork approach contributes to it.)

I think the "I have to save RPGs" mentality is quite common in a lot of the more nasty comments (in general) but I don't understand it. I mean, I understand wanting an old school RPG and to save the genre. But, why would it be productive to champion any idea with pitchforks? (I'm actually really interested.)

#59
Kothoses Rothenkisal

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Firky wrote...

Goodonya, Mike.

@Saintthanksgiving I'd totally respect anyone who voted with their wallet. But I don't understand the "Champion of the People" bit. Can you explain it to me? I'm enjoying reading what you're writing, because it's not making me cringe and worry about the image of gaming. (It drives me up the wall that people equate gaming with immaturity, hyperbole etc etc, and justified or not, I think the pitchfork approach contributes to it.)

I think the "I have to save RPGs" mentality is quite common in a lot of the more nasty comments (in general) but I don't understand it. I mean, I understand wanting an old school RPG and to save the genre. But, why would it be productive to champion any idea with pitchforks? (I'm actually really interested.)


Pitch Forks as a last and I do mean very last resort can work, but I think sometimes a bit of Hyperbole and internet self imaging is enough and that seems to be whats happening here.  Its harmless enough (atleast in the context of whats being discussed in this thread) and it provokes debates and thoughts (which was the point of the videos that started this whole thread off) so missions accomplished all round atleast for those of us reading in here :)

I have to say though I play a lot of games and rarely have I experienced the level of interaction we get on these forums it certainly proves that community can be a useful and powerful tool :)

#60
John Epler

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congealeddgtllvr wrote...

Mike Laidlaw wrote...

I am amused when people note that waves are "gone" from Legacy. They're actually there, just done much better. So, yes, the bad waves are gone. Still more work to do, but a good start.


One thing I liked about Legacy was how each encounter felt a little unique.  The repetitiveness and similarity of encounters was not unique to DA2, but could also be found in Origins, imo.  

I wonder, how difficult would it be to maintain that kind of variety and creativity for each encounter over the course of a full game?  If it were a choice between more uniquely designed encounters and more total encounters, I would prefer the former.  


I think there's certainly an understanding among the team that the encounters in the base game felt a little too - well, gamey. Quite aside from the parachuting Templars, there were opportunities for encounters to feel a little bit better tied into the narrative that we weren't able to capitalize on, and I feel that in a game like either of the Dragon Age games, you need to have the narrative in mind. Therefore, while I can't comment with the authority of Mike (as I am but a Cinematic Designer), I feel that Legacy would be far more in line than Dragon Age 2's base campaign with how encounters are going to be looked at, going forward.

#61
Fast Jimmy

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The fact that this thread originally had to be triple-posted just to get a comment and now has such a deep (yet civil!) conversation is pretty chuckle worthy to me.

On the topic of possible enhancements the series could take, my suggestion would be to toot your own horn in game about some of the cooler mechanisms.

For instance, cross-class combos had huge impacts to gameplay and character/companion design... but had very little explanation or reference in game. If I had not bought the Signature Edition that came with the Walkthrough, I would have glazed over this feature. If more in-game explanation and set up to make these easier, I believe this feature would have been toted as one of the more promising additions to the gameplay.

I also liked the crafting meta-game, equal parts exploration and resource allocation. From the reviews I read about Legacy, some of the battles seem to necessitate more potions than the standard gameplay. And not just health potions, but bombs and poisons as well. If this feature had been more prominently incorporated, I think it would have received more praise.

Instead, the successes were diminished, the aspects which were debatable became battlegrounds and the flaws became offenses worthy of death.

So, in short, I would suggest the community not just talk about the same old dead horse topics, but really engage other aspects of the game that haven't been properly vetted. If only the complaints are addressed, but nothing good is enhanced or incorporated, the next game will simply be DA2+, instead of DA3, a symbol of the future.

#62
Baiolit

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I have to say that I personally am still a strong fan of the Dragon Age franchise. Like all here I have seen things I didn't like in Dragon Age 2, but no game is perfect. As an overall experience it was not as amazing as Origins was to me. This isn't due to the game being vastly inferior to its predecessor, it just stems from my superior bond to the plot and characters of Origins.

I believe this is where people get turned into nay-sayers. They cannot differentiate their opininions from their perceptions in regards to their evaluation of a game. For example I did not like Bethany, but I found Carver to be one of the most engaging, amazing, well-written and captivating characters I have ever seen in a game. This does not mean Bethany "sucked". It means that I didn't identify with her. Was she written well? Yes. Was she well voice acted? Yes. Was she integral to my engrossment in the universe? Absolutely. I just couldn't connect with her, and I will never blame that on developers.

When a consumer informs the developers on things that they believe require improvement they should be careful not to include details that are of no consequence. Saying rehashed environments is a no-no, that can be helpful. Saying the look of the environments sucked, not so much. I don't like spring, this doesn't mean flowers are ugly. Complaining about the lack of plot engagement is helpful. You inform the developer that they are not able to draw you in their fictional world. Complaining that the ending sucked because you didn't like that Anders "SPOILER" the "SPOILER" and began a "SPOILER" between the "SPOILER" and "SPOILER", doesn't help. This isn't setting a goal you wish the developers to ascertain.

Again these are all my personal observations. I have not set down what I believe to be the law. You may disagree with me and I welcome it.

Modifié par Baiolit, 04 août 2011 - 03:31 .


#63
Saintthanksgiving

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the torches and pitchforks absolutely detract from my overall message... as does my title as Champion of the People.  They also keep me (and hopefully one or two other people here) entertained, and for me thats worth the trade.  I'm on an internet forum complaining about a video game.  I dont think we need to take ourselves THAT seriously.

Hyperbole also gets a reaction from some people, which is the intention.  I try to argue my points best I can, but you cant argue with yourself.... at least in public.

I'd like to believe that the points that I am making are strong enough to stand up even if they are mixed in with bad jokes and sham titles.  Regardless, I havent gotten banned recently so I dont think I'm breaking any rules.


oh... and for the record, David Gaider named me Champion... blame him.

#64
Saintthanksgiving

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JohnEpler wrote...

I think there's certainly an understanding among the team that the encounters in the base game felt a little too - well, gamey. Quite aside from the parachuting Templars, there were opportunities for encounters to feel a little bit better tied into the narrative that we weren't able to capitalize on, and I feel that in a game like either of the Dragon Age games, you need to have the narrative in mind. Therefore, while I can't comment with the authority of Mike (as I am but a Cinematic Designer), I feel that Legacy would be far more in line than Dragon Age 2's base campaign with how encounters are going to be looked at, going forward.


This.  Very much This.... you almost got me, but I still aint caving and buyin it... niiiiice try Epler.

#65
Guest_Puddi III_*

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Saintthanksgiving wrote...

JohnEpler wrote...

I think there's certainly an understanding among the team that the encounters in the base game felt a little too - well, gamey. Quite aside from the parachuting Templars, there were opportunities for encounters to feel a little bit better tied into the narrative that we weren't able to capitalize on, and I feel that in a game like either of the Dragon Age games, you need to have the narrative in mind. Therefore, while I can't comment with the authority of Mike (as I am but a Cinematic Designer), I feel that Legacy would be far more in line than Dragon Age 2's base campaign with how encounters are going to be looked at, going forward.


This.  Very much This.... you almost got me, but I still aint caving and buyin it... niiiiice try Epler.


What if I told you there was cake in the DLC?

#66
erynnar

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Filament wrote...

Saintthanksgiving wrote...

JohnEpler wrote...

I think there's certainly an understanding among the team that the encounters in the base game felt a little too - well, gamey. Quite aside from the parachuting Templars, there were opportunities for encounters to feel a little bit better tied into the narrative that we weren't able to capitalize on, and I feel that in a game like either of the Dragon Age games, you need to have the narrative in mind. Therefore, while I can't comment with the authority of Mike (as I am but a Cinematic Designer), I feel that Legacy would be far more in line than Dragon Age 2's base campaign with how encounters are going to be looked at, going forward.


This.  Very much This.... you almost got me, but I still aint caving and buyin it... niiiiice try Epler.


What if I told you there was cake in the DLC?


but I thoguht the cake was a lie! I am not falling for that trick again, some computer told me there'd be cake before. Nuh uh not going to work....oh I have Legacy! Where's my cake!:crying:

#67
erynnar

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JohnEpler wrote...

congealeddgtllvr wrote...

Mike Laidlaw wrote...

I am amused when people note that waves are "gone" from Legacy. They're actually there, just done much better. So, yes, the bad waves are gone. Still more work to do, but a good start.


One thing I liked about Legacy was how each encounter felt a little unique.  The repetitiveness and similarity of encounters was not unique to DA2, but could also be found in Origins, imo.  

I wonder, how difficult would it be to maintain that kind of variety and creativity for each encounter over the course of a full game?  If it were a choice between more uniquely designed encounters and more total encounters, I would prefer the former.  


I think there's certainly an understanding among the team that the encounters in the base game felt a little too - well, gamey. Quite aside from the parachuting Templars, there were opportunities for encounters to feel a little bit better tied into the narrative that we weren't able to capitalize on, and I feel that in a game like either of the Dragon Age games, you need to have the narrative in mind. Therefore, while I can't comment with the authority of Mike (as I am but a Cinematic Designer), I feel that Legacy would be far more in line than Dragon Age 2's base campaign with how encounters are going to be looked at, going forward.


Yes, there are waves, and yes they are done soooooooo much better in Legacy. They make more sense, like DAO. So thank you so much for addressing that Mr. Laidlaw and John. :wub:

#68
Mike Laidlaw

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Saintthanksgiving wrote...

First, Torches and Pitchforks withdrawn to a safe distance.

Whew.

Second, I think that the stuff you outlined above are all great things and I honestly hope DA3 will be something special.

Wewt!

Third,  I apologize for suggesting you were a fan of the Star Wars Prequels in an earlier thread.  That was uncalled for.

No kidding! Talk about a personal attack.

EDIT: on review, something else occurred to me.  If DA3 were to repeat the mistakes of DA2, I wouldnt be buying it anyway.  If not spending 10 bucks now ensures that I WILL spend 70 bucks later... thats a trade off I think we can both live with. 

Deal.

#69
Ryenke

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I do think the a lot of the extreme (negative) reaction to DA2 came down to two things - notably both in Bioware/EA's control. 

1.  The great disconnect between the look/feel/immersion of DAO to DA2.  Consumers have reasonable expectations for sequels, so if things are going to change that much, don't put the "2" in the title.  Especially when Bioware/EA are marketing/pushing it for pre-order to the community that loved DAO.  I think many feel like I did, like it was a 'bait and switch'. 

2.  The marketing blitz/promo statements (largely aimed at DAO fans) were not in line with reality of the game.  I felt that the story expectations set by pre-release marketing were not at all what I got.  (i.e. 10 year story does not equal 3 acts spaced out over 10 years with the gaps missing.  Or My Kirkwall "Champion" seemed to be the least important person in the game story - things happend to him and people he knew did things, but he himself was little more than Varic to the story - an observer.)

I think there is a good lesson to be learned there, and hopefully Bioware/EA will take these things into account in the future.

--

As to the useful criticism side of this thread (and because I can't resist because ML himself might see this) I will try to make two comments/critiques that I don't see much on the board and do so in the most constructive way I can.

1.  The use of generic icons for loot items made me feel like I was playing an unfinished beta product.  This feeling was compounded by the generic names for things like rings - there was no way to distinguish one ring from another visually, or by name.  A little thing, yes.  But that impression lasted the whole game on most every piece of loot and colored my experience and was part of what made me feel bored doing the typical RPG things in inventory.  Please don't strip inventory down more - that would be the opposite of what I'm saying.  But the DA2 inventory and loot experience was excessively dull (especially on a console, where I could not even examine a piece of loot when picking it up.)

2.  "Choices that matter" - I don't think every choice has to change the world - but one of the great gems in DAO are the small pathing choices.  For instance the fight with Ser Cauthrien when you free Anora. First I could choose here from 2 paths:  to fight Cauthrien, or to surrender.  If I surrendered, I found myself in prison where I could choose from more paths:  wait to be rescued, sneak my way out, or fight my way out.  Same result to the world - but vastly different experiences for my character(s).  As Hawke I felt I had virtually no choices, even saying NO more often than not didn't change what my Hawke would have to do.  Small choices/branches can greatly enhance the gameplaying experience, yet don't have to cause the headaches of world changing/plot flag/carry over to next game type of choices.  I'd love to see these small pathing choices brought back (maybe the way you can reuse assets gracefully? (grin))

My 2 cents is done.
Cheers folks!

#70
Mike Laidlaw

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Fast Jimmy wrote...
Instead, the successes were diminished, the aspects which were debatable became battlegrounds and the flaws became offenses worthy of death.


Nah. Firings. Of me. Because it's good to have someone to blame.

And I really don't mind. The designers that I respect the most in this industry don't pass the buck. They "own" their games and their role in them, and learn from their successes and failures. I can both respect and aspire to that.

#71
Mike Laidlaw

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Ryenke wrote...

1.  The use of generic icons for loot items made me feel like I was playing an unfinished beta product.  This feeling was compounded by the generic names for things like rings - there was no way to distinguish one ring from another visually, or by name.  A little thing, yes.  But that impression lasted the whole game on most every piece of loot and colored my experience and was part of what made me feel bored doing the typical RPG things in inventory.  Please don't strip inventory down more - that would be the opposite of what I'm saying.  But the DA2 inventory and loot experience was excessively dull (especially on a console, where I could not even examine a piece of loot when picking it up.)


Yup. Agreed. Loot needs some loving overall. I'm leaning towards "less, but more special" but we'll see what develops.

2.  "Choices that matter" - I don't think every choice has to change the world - but one of the great gems in DAO are the small pathing choices.  For instance the fight with Ser Cauthrien when you free Anora. First I could choose here from 2 paths:  to fight Cauthrien, or to surrender.  If I surrendered, I found myself in prison where I could choose from more paths:  wait to be rescued, sneak my way out, or fight my way out.  Same result to the world - but vastly different experiences for my character(s).  As Hawke I felt I had virtually no choices, even saying NO more often than not didn't change what my Hawke would have to do.  Small choices/branches can greatly enhance the gameplaying experience, yet don't have to cause the headaches of world changing/plot flag/carry over to next game type of choices.  I'd love to see these small pathing choices brought back (maybe the way you can reuse assets gracefully? (grin))


This exact scenario is in Legacy, where you are given different content based on a choice. Some have claimed it's "meaningless," but I'm very glad to see someone's looking for that kind of thing. I suspect that people disliking the choice in Legacy are concerned that small-content choices might be all we ever do, ever again, which would be a concern if that were true, but it's not, so it's not.

#72
Firky

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Saintthanksgiving wrote...

the torches and pitchforks absolutely detract from my overall message... as does my title as Champion of the People.  They also keep me (and hopefully one or two other people here) entertained, and for me thats worth the trade.  I'm on an internet forum complaining about a video game.  I dont think we need to take ourselves THAT seriously.

Hyperbole also gets a reaction from some people, which is the intention.  I try to argue my points best I can, but you cant argue with yourself.... at least in public.

I'd like to believe that the points that I am making are strong enough to stand up even if they are mixed in with bad jokes and sham titles.  Regardless, I havent gotten banned recently so I dont think I'm breaking any rules.


oh... and for the record, David Gaider named me Champion... blame him.


*laughs* That has a much cuter explanation than I was expecting. I'm picturing someone at the bus stop arguing with themselves about asset reuse, now.

(Personally, I do tend to take things online - and about gaming - very seriously, and I don't like the generally nasty side. I do have a bee in my bonnet about outside perceptions of gaming communities, 'tis true. Nonetheless, I think we all care about RPGs and games, but different approaches for different people, I guess.)

#73
Anomaly-

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I have to say, after seeing how this topic has developed, I do somewhat regret my previous comments about Legacy. They may have been a little pessimistic, but I only make that realization now after seeing the most dev participation in a discussion in a long time on these forums. Before that, it seemed realistic.

The first point I'll make is that I do agree the backlash DA2 created was a little too much for anyone to deal with when the game first released. This is one of the reasons I waited a while to write my review. I avoided the forums, let myself finish the game and really got a firm hold on how I felt about the game before I reviewed it. In the end, I felt my review was one of the more honest and complete reviews out there. It was no 0/10 metacritic review, at least.

I also agree with Saintthanksgiving. I've given all the feedback I could on the game and tried to make my voice heard. However, that only goes so far and I can only expect so much to come of it, so I also express myself through my wallet. I haven't bought Legacy and I don't plan to, because A) I know a DLC isn't going to make enough fundamental change to the main game for me to really enjoy it and B) I can't help but feel that I would be another number in the sales tallies for a DLC linked to DA2, a game that I fundamentally didn't like.

I will say, what little has been said in here by devs including Laidlaw has given me some hope. I agree with Laidlaw about the obstacles in the way of fruitful discussion between devs and community, but it is something I would really like to see. For myself, I know that the reason for my frustration when discussing DA2 on these forums was equal parts the fact that I disliked so many aspects of the game, as well as the way the negative reception was handled. Suggesting that we just didn't like change, or flat out ignoring our numbers and rational viewpoints really irked me. I felt cheated by the marketing ploys and treated like they thought we were idiots. I think rational (I'm looking at you here, fans) and honest (I'm looking at you here, devs) communication would go a long way toward improving the end product, and significantly reducing the chances of such negative backlash.

I absolutely do not want the DA franchise to die. My interest and my passion have always stemmed from the fact that I felt so strongly about it after Origins. Even in my angrier moments, I certainly never wanted the death of the franchise, nor anyone to lose their jobs. I apologize if I have ever seemed rude or pessimistic about things around here, but it's hard not to be when all you see is a game seemingly catered to a completely different audience than it's predecessor, give your carefully thought out and articulated feedback on that game, and the only response you get is either being ignored or laughably suggested that you just don't like change. This thread is the first thing since the release of DA2 to actually make me feel something positive again. Thank you.

Modifié par Anomaly-, 04 août 2011 - 04:35 .


#74
Fast Jimmy

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Mike Laidlaw wrote...

Fast Jimmy wrote...
Instead, the successes were diminished, the aspects which were debatable became battlegrounds and the flaws became offenses worthy of death.


Nah. Firings. Of me. Because it's good to have someone to blame.

And I really don't mind. The designers that I respect the most in this industry don't pass the buck. They "own" their games and their role in them, and learn from their successes and failures. I can both respect and aspire to that.


That is beyond commendable. I wasn't one of the ones calling for your firing (or your death, for that matter), if that's any consolation.

Slightly off topic, but since I may have ever so luckily gotten the ear of a dev, I have a professional question. I've recently been reading some articles over the past few weeks/months about Project Management in the video game industry and was wondering if Bioware, as a company, has any organization assets that support this (or any other) type of product cycle theories.

Being close to getting my PMP certification, I am curious, especially given the references to video game development I found during my actual classes.

#75
Melca36

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Is it okay to post here that I really liked the side quests in Legacy?

I was one of those gamers that gave DA:2 a 7 but I loved Legacy and those side quests were really much more fun and I liked how they meant something.

Also...People need to look carefully at Janeka or Larius during the final seconds of the battle. It was very interesting to see the consequences of your choice on who you sided with. :devil:

Modifié par Melca36, 04 août 2011 - 04:49 .